O N E — D E M I G O D 50 BRIGITTE DE LA CROIX SCION OF BARON SAMEDI M I G O D 50 Brigitte De La Croix has survived the worst the World’s titanspawn can throw at her, and she’s come out smiling. In the process, she’s become a powerful demigod and a damn fi ne leader. In many ways, Brigitte represents the heart of the Band’s defense and its tacticaldeployment capability. On top of that, she can dish it out in combat, and she can take a hit and survive it as well as (if not better than) most of the members of her Band. Also, her zombie minions are ideal for acting as backup for the Band in battle. She can even turn fallen enemies into additional troops for her side if circumstances permit. Proud of his daughter’s success, Baron Samedi used his vast power to “upgrade” her coco macaque, making it the vessel for one of his ghede servants. He has also enchanted a number of the feathers shed by the Black Feather Shroud so that each might summon an extant zombie of hers he’d tied to it—similar to how a sparti can be summoned from a dragon’s tooth. Brigitte still possesses her ghede glasses and her relic top hat. She also possesses the relic cigarette pack and rum fl ask from “The Long Road to Heaven.” Roleplaying Hints: You’ve become a trusted lieutenant to Horace Farrow, who counts on your advice and your willingness to step up into a position of leadership when he’s absent or incapacitated. You enjoy the respect in which the Band’s other Scions hold you, but you do miss being able to wander off and get plastered without worrying about it affecting your command ability. (You also miss being able to get laid without worrying whether or not the guy you met is a shapechanger or a Titan cultist.) You’re still alive though, which is better than a lot of Scions can have said about them. And you fi gure Horace will eventually fi gure out he can bed you without even trying, so things are far from bleak. There’s a lot to look forward to—let the good times roll. Birthrights: Brigitte’s top hat allows her to channel the Darkness Purview. Her ghede glasses allow her to channel the Death and Health Purviews. Her (coco macaque/pool cue) allows her to channel the Psychopomp and Earth Purviews. She can also use it to summon her zombie followers up out of the ground. With its recent upgrade, the spirit of her ghede guide has been bound to the coco macaque, allowing her to receive its guidance whenever she needs it and allowing the relic to move independently and strike on its own. (This is actually the invisible ghede wielding the staff. The ghede has the powers of a Legend 4 ghost (see Scion: Hero, p. 292) and the traits of an experienced soldier (see Scion: Hero, p. 283), save no knowledge of modern fi rearms (as he died during the Haitian Revolution).
51 Legend Pts BIRTHRIGHTS WEAPONS KNACKS BOONS WILLPOWER oooooooooo g HEALTH oooooo oooooo VIRTUES ooooo ooooo ooooo ooooo LEGEND EXPERIENCE –––––––––––––––––– A–––– L–––– B–––– ARMOR A–––– L–––– B–––– SOAK Harmony Order Piety Vengeance o o o oo oo o o Followers (Zombies) 3, Guide (Ghede) 5, Relic (Black Feathers) 2, Relic (Coco Macaque—Earth, Psychopomp) 4, Relic (Ghede Glasses—Death, Health) 2, Relic (Rum & Cigs) 1, Relic (Top Hat—Darkness) 1 Assess Health, Come Along, Death Senses, Night Eyes, Rada’s Eyes, Rainbow Bridge, Safely Interred, Unbarred Entry, Unerring Orientation, Unquiet Corpse o oooooo oo 64 246 Coco Macaque: Acc 8, Dmg 7B, Parry DV 5, Spd 6 (ghede-wielded) Acc 10, Dmg 8B, Parry DV 5, Spd 6 Charmer, Crushing Grip, Devourer, Dreadful Mien, Inner Furnace, Shock Wave o ooo 0 0 0 0 0 –4 I Academics ooooo Animal Ken ooooo Art ooooo ooooo Athletics ooooo Awareness ooooo Brawl ooooo Command ooooo Control ooooo ooooo Physical Strength oooooooooo Dexterity oooooooooo Stamina oooooooooo Social Charisma oooooooooo Manipulation oooooooooo Appearance oooooooooo Mental Perception oooooooooo Intelligence oooooooooo Wits oooooooooo Craft ooooo ooooo ooooo Empathy ooooo Fortitude ooooo Integrity ooooo Investigation ooooo Larceny ooooo Marksmanship ooooo Medicine ooooo Melee ooooo Occult ooooo Politics ooooo Presence ooooo Science ooooo ooooo ooooo Stealth ooooo Survival ooooo Thrown ooooo Mortician Loa Gambler Baron Samedi o oo o o o o o o o o oo o o o o o o oo o o o o Brigitte de la Croix o o o o o o o o o o o o o o o o o o o Name Player ATTRIBUTES Calling Nature Pantheon God ABILITIES M t or ician Loa D E M I G O D B R I G I T T E D E L A C R O I X B R I G I T T E D E L A C R O I X oo (Embalming) (Automobiles) o oo (Chemistry) o o o o o o o o o oo 150
T W O — E P I C A T T R I B U T E S & K N A C K S 52 EPIC ATTRIBUTES EPIC ATTRIBUTES AND KNACKS AND KNACKS C H A P T E R T W O The more a Scion does in the World and in the mystic places connected to it to thwart the titanspawn and stymie the Titans themselves, the more his Legend grows. When he has performed great works in his divine parent’s holy name, earning favor and acclaim far and wide, he grows from being just a hero into his rightful status as a true demigod. As he takes on that mantle, he fi nds his body ever more suffused with the divine substance known as ichor, whence derive the supernal Epic Attributes. As the powers of his body, personality and mind increase— rendering him capable of feats no mortal can achieve—the character draws ever closer to godhood. COSTS The costs for and limitations on granting a character Epic Attributes remain the same at this level as they were for characters at the heroic level. The specifi c experience-point costs remain as listed in Scion: Hero on page 207, with the same additional costs based on whether the Epic Attribute in question is associated with the character’s divine parent. Also, the limit remains that a character can have no more dots in an Epic Attribute than he has dots in the same mundane Attribute. (Fortunately, though, demigod Scions can develop their Attributes to a greater degree than mortals or even lesser heroic Scions can. See Scion: Hero, p. 103.) As with heroic Scions, demigod Scions must have at least one more dot of Legend than they have in their highest-rated Epic Attribute. The term “demigod” refers to a Scion whose Legend rating is from 5 to 8, so such a Scion can have from between four and seven dots in any given Epic Attribute. EFFECTS In essence, Epic Attributes always provide the same benefi t: bonus successes to rolls of the mundane Attributes whence they derive. The same restrictions always hold true for the types of rolls to which you can apply the bonus successes from your character’s various Epic Attributes. (See Scion: Hero, p. 125.) What makes having Epic Attributes special at the demigod level is the sheer scale of effect they have. This range of Epic Attributes offers one hell of a lot of extra successes compared to the hero level. With so many successes guaranteed, your characters can achieve stupendous feats that no one in the World but powerful titanspawn and other children of the Gods can match. That’s especially true of a character’s physical qualities that derive from his Attributes, such as his lifting capacity, his movement speed, his soak and his DVs. At the demigod level, the number of bonus successes on offer per Epic Attribute dot is as follows:
53 EPIC STRENGTH Epic Bonus Attribute Dots Successes Available 4 7 5 11 6 16 7 22 How a character’s Epic Attributes affect the aforementioned physical qualities that derive from his Physical Attributes is described in the relevant Epic Attributes’ write-ups. KNACKS As with the heroic level of Epic Attributes, characters who achieve demigod status have Knacks available to them as well. Many of these Knacks are more powerful and more obviously supernatural than those at the heroic level. A character gets one Knack free with each new dot of an Epic Attribute, or he can purchase new ones with experience points. The restriction remains that he may buy only those Knacks that come from Epic Attributes he actually has. Also, some of these morepowerful Knacks are available only if the character has the prerequisite Knack listed in the power’s description. If a Knack described here does not have a listed prerequisite, though, a heroic character may choose it as the Knack he receives for his fi rst, second or third dot of his Epic Attribute. Furthermore, a demigod character can choose one of the Knacks listed in Scion: Hero as his free Knack that comes with his fourth, fi fth, sixth or seventh dot of his Epic Attribute. The only true restriction is that the character cannot buy or receive for free a Knack for which he does not have a listed prerequisite. Demigods with Epic Strength can perform feats that leave mortals’ jaws hanging open. They can leap like fl eas, juggle church bells and wrestle freight trains off their tracks like cowboys bringing down rowdy longhorns. Titanspawn who have such power can knock down utility poles like stacks of building blocks or destroy homes in a single blow. You already know from Scion: Hero how Epic Strength affects a character’s ability to throw something and to lift heavy objects. You also know how it adds to the distance he can jump. (And that’s the distance he can jump vertically, just to be clear. The modifi ed distance is what’s doubled for a horizontal leap.) All that remains is to lay out the specifi c degree to which the demigod range of Epic Strength affects those capabilities. Associated With: Amaterasu, Ares, Hephaestus, Horus, Huitzilopochtli, Izanagi, Ogoun, Set, Shango, Sobek, Susano-o, Thor, Tyr, Vidar, Zeus Dots Effects •••• Adds seven bonus successes to Strength-based rolls, as well as seven extra yards to vertical leap or feat-of-strength throwing distances. Multiplies the Range of a normal thrown item by 40. Adds 10,000 pounds (fi ve tons) to base lifting capacity. ••••• Adds 11 bonus successes to Strength-based rolls, as well as 11 extra yards to vertical leap or featof-strength throwing distances. Multiplies the Range of a normal thrown item by 200. Adds 50,000 pounds (25 tons) to base lifting capacity. ••••• • Adds 16 bonus successes to Strength-based rolls, as well as 16 extra yards to vertical leap or featof-strength throwing distances. Multiplies the Range of a normal thrown item by 1,000. Adds 250,000 pounds (125 tons) to base lifting capacity. ••••• •• Adds 22 bonus successes to Strength-based rolls, as well as 22 extra yards to vertical leap or featof-strength throwing distances. Multiplies the Range of a normal thrown item by 5,000. Adds 1,250,000 pounds (625 tons) to base lifting capacity. EPIC STRENGTH KNACKS Divine Rampage Prerequisite Knack: Holy Rampage (Scion: Hero, p. 126) When a demigod with this Knack wants to break something, that thing is not long for this world. Like Holy Rampage, this Knack aids in the character’s attempt to destroy an inanimate object. If the target object is not under his control—such as a weapon or armor that someone else happens to be using—its Hardness and soak is considered to be halved when the Scion attempts to break it. If the target object is freestanding or under the Scion’s control, the object’s Hardness and soak is considered to be 0 against the Scion’s attack. Using this Knack costs one Legend point per action. Divine Wrath Prerequisite Knack: Crushing Grip (Scion: Hero, p. 126) 4 7 6 16 •••• Adds seven bonus successes to Strength-based rolls, as well as seven extra yards to vertical leap or feat-of-strength throwing distances. Multiplies the Range of a normal thrown item by 40. Adds 10,000 pounds (fi ve tons) to base lifting capacity. ••••• • Adds 16 bonus successes to Strength-based rolls, as well as 16 extra yards to vertical leap or featof-strength throwing distances. Multiplies the Range of a normal thrown item by 1,000. Adds 250,000 pounds (125 tons) to base lifting capacity. E P I C S T R E N G T H
T W O — E P I C A T T R I B U T E S & K N A C K S 54 A Scion with the demigod range of Epic Strength already needs no weapons to infl ict serious damage in combat, but a Scion with this Knack is even more fearsome. The prerequisite Knack enables him to infl ict lethal damage during a clinch that he controls, and this Knack builds on that to awful effect. If the Scion spends a point of Legend during a clinch, he can make a single attack infl ict aggravated damage instead of lethal. What’s more, his normal unarmed combat attacks now infl ict lethal damage instead of bashing damage. Keep in mind EPIC THROWING Epic Strength affects a Scion’s ability to throw things in two ways. First, it increases the distance he can throw a normal-sized object. A normal-sized object is one a mortal can easily throw with one hand, such as a baseball, a dart or a javelin. It could also be one that a Scion with Epic Strength can lift with one hand without his Epic Strength, such as a manhole cover, a shot put or an anvil. Also, the wording about distance can seem a bit misleading. The modifi ed Range is not the maximum distance the character can throw a normal-sized object, it’s the maximum distance the character can throw the object without penalty. The character can still throw the object up to four times as far as the modifi ed Range. Doing so incurs a +4 diffi culty penalty, and the character must be able to perceive his target in order to be able to aim at it, but that’s it. As such, a character with seven dots of Epic Strength could throw a pilum an astounding 200,000 yards (some 113 miles). Second, Epic Strength increases how far a character can throw something as a feat of strength, which is normally quite diffi cult. In order to be able to throw an oversized object that isn’t designed for throwing, a Scion without Epic Strength must have fi ve more dots in his (Strength + Athletics) total than what is required to lift it as a feat of strength. The thrown object goes only a number of yards equal to the Scion’s (Strength + Athletics) total. Scions with Epic Strength, however, can lift an awful lot more than their mundane Strength normally allows. Therefore, assume that a demigod Scion can throw as a feat of strength any object he can lift as a feat of strength with one less dot of Epic Strength. Therefore, if a Scion has Strength 6, Athletics 5 and Epic Strength 6, he can lift and throw any oversized object weighing up to 51,400 pounds. And he can throw it accurately up to 27 yards away. (If he has the Hurl to the Horizon Knack from Scion: Hero, p. 126, he can throw the massive object twice that far. If he also has Mighty Heave, he can send the thing also has Mighty Heave, he can send the thing fl ying more than 160 yards.) ying more than160 yards.) that that lethal damage is now the standard damage he infl icts unarmed, regardless of whether he spends the point of Legend to make a single clinch’s damage aggravated. The Scion can pull his punches and infl ict only bashing damage if he wants to, but doing so incurs the “Flat of the Blade” rule from page 199 of Scion: Hero. Knockback Attack The Scion is able to perform an attack that infl icts no damage whatsoever but sends his enemies fl ying back. On a successful attack, the Scion can choose for the attack
55 to infl ict damage and knockback normally (see Scion: Hero, p. 198), or he can choose for the attack to infl ict no harm but to impose one yard of knockback per threshold success above the defender’s DV instead. (Doing so costs one Willpower point.) Hardness can still cancel out this effect if it is greater than the attack’s raw damage. Mighty Heave Prerequisite Knack: Hurl to the Horizon (Scion: Hero, p. 126) This Knack automatically triples the distance a demigod Scion can throw a heavy object as a feat of strength. That tripling comes not only after the modifi cation based on the character’s Epic Strength but also after the doubling provided by the prerequisite Knack. (In effect, it multiplies his feat-of-strength throwing distance by six.) Using this Knack costs a point of Legend. Mighty Heave does not affect the distance a Scion can throw a normal-sized object, but it does intensify the damage such an object can cause. Thrown weapons or other thrown items that would normally cause bashing damage (a coconut, for example) infl ict lethal damage and take on the Piercing quality instead when the Scion uses Mighty Heave. Items that would normally cause lethal damage still cause only lethal damage, but they ignore armor when the Scion uses Mighty Heave. Shock Wave The Scion is so strong that he can direct his incredible power through the ground or fl oor to affect enemies at range. Doing so takes two separate forms. First, the character can stomp or strike the ground with his fi sts or a weapon, which sends a shock wave outward from him along the ground across an area with a radius equal to his Epic Strength in yards. Striking the ground thus to send out the shock wave requires a Strength roll, which receives the benefi t of his Epic Strength. Potential victims—friend and foe alike—compare their Dodge DV to the results of this roll. If their DV overcomes the Scion’s successes, they manage to jump and let the shock wave pass beneath them. If their DV isn’t high enough, they immediately suffer knockdown as well as an amount of bashing damage equal to however many of the Scion’s successes their DV couldn’t cancel out. (If his allies know the Scion is about to use this Knack—if his using it is part of a coordinated assault, for instance—they can jump out of the way preemptively without having to rely on their DVs.) This attack infl icts no damage on the fl oor or the ground the Scion strikes. All the energy is expended into the shock wave. The second form this power takes is more selective and deliberate. As with the fi rst form, the Scion strikes the ground and sends a shock wave along the surface out to a distance equal to his Epic Strength in yards. This time, though, his player makes a standard Dexteritybased attack roll and targets a single opponent. If that opponent’s Dodge DV isn’t high enough to get him out of the way of the attack, the Scion’s player then makes a Strength roll, modifi ed by his Epic Strength but not modifi ed by his extra successes on the attack roll. The damage this attack infl icts is bashing, but it has one other effect that renders the victim almost helpless for a moment afterward. Any successes on the Strength roll that exceed the victim’s soak not only infl ict damage but also hurl the victim straight up in the air (one yard per unsoaked success). The victim’s rise and fall takes six ticks, during which his DVs are considered to be halved. He can make ranged attacks at a -5 penalty, but he can’t move or jump or do much of anything until he lands again. In fact, if the Scion’s attack sends him high enough in the air, the victim might take damage from crashing back down from so great a height. Using either form of this Knack requires the expenditure of one Legend point. EPIC DEXTERITY Demigods with Epic Dexterity are avatars of divine grace, dodging between raindrops and twisting like the wind around the blades and claws of hordes of titanspawn who would try to tear them down. Scion: Hero shows in what ways Epic Dexterity affects a character’s movement speeds and Defense Values. The following shows the specifi c extent to which the demigod range of Epic Dexterity affects those capabilities. Associated With: Artemis, Bastet, Hachiman, Hermes, Raiden, Tezcatlipoca Dots Effects •••• Adds seven bonus successes to Dexterity rolls, as well as seven extra yards to Move actions and 14 to Dash actions. Increases a character’s Defense Values by seven. ••••• Adds 11 bonus successes to Dexterity rolls, as well as 11 extra yards to Move actions and 22 to Dash actions. Increases a character’s Defense Values by 11. ••••• • Adds 16 bonus successes to Dexterity rolls, as well as 16 extra yards to Move actions and 32 to Dash actions. Increases a character’s Defense Values by 16. ••••• •• Adds 22 bonus successes to Dexterity rolls, as well as 22 extra yards to Move actions and 44 to Dash actions. Increases a character’s Defense Values by 22. •••• Adds seven bonus successes to Dexterity rolls, as well as seven extra yards to Move actions and 14 to Dash actions. Increases a character’s Defense Values by seven. ••••• • Adds 16 bonus successes to Dexterity rolls, as well as 16 extra yards to Move actions and 32 to Dash actions. Increases a character’s Defense Values by 16. E P I C S T R E N G T H & D E X T E R I T Y
T W O — E P I C A T T R I B U T E S & K N A C K S 56 EPIC DEXTERITY KNACKS Divine Balance Prerequisite Knack: Cat’s Grace (Scion: Hero, p. 127) In addition to the benefi ts of Cat’s Grace, the Scion can now balance on surfaces that shouldn’t even be able to support his weight. He’s as light on his feet or his hands as a gentle breeze. He could run across a drooping clothesline between two tenement buildings without knocking the clothespins off. He could leap onto the haft of a zombie warrior’s out-thrust spear and punt the brute’s rotting head off. He could even carry on an epee duel atop a lake of poisonous water, stepping on nothing but the bobbing backs of the dead men fl oating in it. (He could not, however, step on the water’s surface without sinking.) Escape Artist The Scion can somehow slip out of the tightest bonds, the most cunning snares and even her opponents’ very fi ngers. Whether she’s tied up and left to stew in her own juices or she’s wrapped in a clinch with a snarling berserker, she rarely remains bound for long. When someone attacks her character with a successful clinch, the Scion’s player not only adds her Epic Dexterity automatic successes to her contested (Dexterity + Brawl) to escape, but she also adds an additional automatic success for every dot of Epic Dexterity her character has. Should the Scion victim’s player succeed on this resistance roll, the Scion slips free of her opponent’s grasping limbs and well out of his reach. Also, should a character be physically restrained—tied up, handcuffed, strapped down, whatever—she can slip her bonds with a divine grace that is nothing short of baffl ing. The player need only spend a point of Legend, and her character’s handcuffs come undone, her straightjacket’s buckles come loose, or her ropes slough off like a snake’s dried-out skin. The Scion can’t escape thus in view of witnesses, however, unless said witnesses are members of her own heroic Band or are Fatebound to her. Remote witnesses watching via camera transmission don’t hinder the effect, but even close scrutiny of such footage doesn’t reveal how the Scion escaped her bonds. She just did. Ricochet Symphony If someone is trying to hit a target with a thrown object, the best thing for the target to do is get down behind cover or tuck in behind a shield. If the person trying to hit the target is a Scion with this Knack, however, not even such measures guarantee total safety. Before he lets loose, the Scion refl exively takes in the contours of the surroundings (as the player spends a point of Legend). He then throws his item in a seemingly random direction that nonetheless sends it ringing and bouncing off nearby surfaces to completely circumvent the target’s cover or shield, thus negating its DV bonus. The Scion’s throw can incorporate a number of ricochets equal to his Epic Dexterity dots, and each ricochet negates a point of DV modifi er that comes from cover or a shield. If the Scion is trying to not only hit the target but also disarm him or otherwise show off (more so), each ricochet can mitigate the penalty for doing so as well if he has ricochets left over. The general rule here is that one ricochet takes away one point of penalty on the throw’s roll due to cover, a shield, showing off or attempting to disarm the target. When the thrown item fi nally hits the target, it does so at its full force, regardless of how many times it bounced off walls, fl oors, light fi xtures, other enemies’ helmets or what have you. This Knack works only with thrown objects, and it is not to be combined with the effects of Trick Shooter. Spider Climber Prerequisite Knack: Monkey Climber (Scion: Hero, p. 128) In addition to the benefi ts of the Monkey Climber Knack, the Scion can now climb a vertical surface with suffi cient hand- and footholds as quickly as she can dash—taking into account her increased movement rate from Epic Dexterity. Her player doesn’t even have to roll to keep her from falling unless she takes a second action while she’s climbing (per the multiple action rules in Scion: Hero on p. 179). What’s more, the demigod can now scale sheer surfaces with no handholds, such as the slick glass face of a skyscraper, and climb upside down across the bottom of horizontal surfaces at her normal Move rate. She cannot take Dash actions on such surfaces, but her Epic Dexterity bonuses apply to her Move rate as usual. She’s still subject to gravity, though, so she has to make it a point to hang on while she’s climbing thus. Therefore, she cannot take multiple actions while climbing such surfaces. EPIC STRENGTH VERSUS WHIRLWIND SHIELD The Whirlwind Shield Knack enables a Scion to parry objects people throw at him. For the most part, such objects will be normal-sized ones hurled at normal speeds. If a Scion or titanspawn with Epic Strength throws a heavy object at the one with this Knack as a feat of strength, however, that’s a different story. In that case, the Scion with Whirlwind Shield must have an equal amount of Epic Strength in order to be able to knock the massive projectile aside. If the attacker throws a normal-sized object but uses Mighty Heave to throw it really hard, the defending Scion may still apply Whirlwind Shield as normal.
57 EPIC STAMINA A point of Legend must be spent for the character to use this Knack for one scene. Whirlwind Shield Prerequisite Knack: Untouchable Opponent (Scion: Hero, p. 128) Normally, no mortal or Scion can parry thrown attacks without a stunt, nor can one parry bullets at all. When a Scion has this Knack, however, he becomes the whirlwind for which it is named and can defend himself better than mortals or even his Scion peers. Upon activating the Knack, the Scion can apply his full Parry DV to attacks made with thrown items (javelins, chakrams, sling stones, etc.) or with bows or crossbows. He can knock the projectiles aside or snag them out of the air armed or unarmed, almost without thinking about it. With a stunt, the character can even try to parry bullets. He can do so only with some sort of object that can actually withstand a bullet’s impact, though—such as an iron skillet, a Birthright gauntlet or the side of his own gun’s barrel. Activating this Knack costs one point of Legend. It lasts for one scene. As demigods get more involved in fi ghting the titanspawn in the World and in the mythic realms connected to it, death surrounds them and closes in on them from all sides. Only those with Epic Stamina can consistently keep its worst ravages at arm’s length. They are the unshakable pillars that support their heroic Bands, stoically taking anything life or the titanspawn can dish out. You’ve seen in Scion: Hero how Epic Stamina not only adds extra successes to rolls but adds to deprivation times and soak, as well as taking away wound penalties. The benefi ts to soak and deprivation times remain as Epic Stamina increases, and they’re accounted for, but wound penalties top out at -4, so there’s nothing more for higher levels of Epic Stamina to mitigate. Yet at the demigod level, Epic Stamina provides a boost to something else: the character’s health levels. The numbers of additional levels each dot provides are listed here. Keep in mind, though, that the listed numbers are added to the character’s unmodifi ed number of health levels. A character with fi ve dots of Epic Stamina adds only 11 health levels to his mundane total. He doesn’t add seven when he gets his fourth dot and then add 11 more when he gets the fi fth dot. Associated With: Ares, Dionysus, Hephaestus, Huitzilopochtli, Odin, Sobek, Thor, Tyr, Vidar, Xipe Totec Dots Effects •••• Adds seven bonus successes to Stamina rolls. Adds seven to the character’s bashing and lethal soak. Provides four points of aggravated soak. Grants seven additional health levels. The character can go seven weeks without food or sleep, and four weeks without water. He can hold his breath for 40 times as long as normal. ••••• Adds 11 bonus successes to Stamina rolls. Adds 11 to the character’s bashing and lethal soak. Provides fi ve points of aggravated soak. Grants 11 additional health levels. The character can go 11 weeks without food or sleep, and six weeks without water. He can hold his breath for 200 times as long as normal. ••••• • Adds 16 bonus successes to Stamina rolls. Adds 16 to the character’s bashing and lethal soak. Provides six points of aggravated soak. Grants 16 additional health levels. The character can go 16 weeks without food or sleep, and eight weeks without water. He can hold his breath for 1,000 times as long as normal. ••••• •• Adds 22 bonus successes to Stamina rolls. Adds 22 to the character’s bashing and lethal soak. Provides seven points of aggravated soak. Grants the character 22 additional health levels. The character can go 22 weeks without food or sleep, and 11 weeks without water. He can hold his breath for 5,000 times as long as normal. EPIC STAMINA KNACKS Body Armor The Scion’s body is so tough that, even unarmed, he can parry close-combat attacks that would infl ict lethal damage. If a berserker hopped up on Jotunblut or a thrall full of eitr tries to split the Scion’s skull with a fi re ax, the Scion can take the blow on his forearm and knock it aside without serious injury. (That assumes the character’s Parry DV is suffi cient to cancel out the attack roll’s successes, of course.) While that benefi t remains in effect all the time, the Scion can also engage a temporary one that offers even more protection. With the expenditure of a Legend •••• Adds seven bonus successes to Stamina rolls. Adds seven to the character’s bashing and lethal soak. Provides four points of aggravated soak. Grants seven additional health levels. The character can go seven weeks without food or sleep, and four weeks without water. He can hold his breath for 40 times as long as normal. ••••• • Adds 16 bonus successes to Stamina rolls. Adds 16 to the character’s bashing and lethal soak. Provides six points of aggravated soak. Grants 16 additional health levels. The character can go 16 weeks without food or sleep, and eight weeks without water. He can hold his breath for 1,000 times as long as normal. E P I C D E X T E R I T Y & S T A M I N A
T W O — E P I C A T T R I B U T E S & K N A C K S 58 point, a measure of the Scion’s ichor wells up from within and coats the Scion’s body. This coating hardens into a gleaming, metallic armor that’s no thicker than a hair’s breadth. This armor has a bashing and lethal soak equal to the character’s Legend, and it infl icts a mobility penalty of only -1. The ichor coating is thin enough to fi t comfortably beneath one’s clothing, so it adds its protective value to that of any other armor the character might already be wearing. Natural armor from this Knack lasts for only one scene and disintegrates at the scene’s end. Devourer Prerequisite Knack: Inner Furnace (Scion: Hero, p. 129) The Scion will never lack for sustenance again. Any liquid that can exist at as a liquid at room temperature can sustain him as water sustains a mortal—even such distasteful liquids as gasoline, blood, pine-scented disinfectant or diet cola. The same goes for food. Whereas Inner Furnace requires that the Scion at least consume organic matter in order to fuel the inferno at his core, this Knack loosens even that restriction. The Scion could fi ll his belly with sand, polystyrene, harmonicas or suture needles and not feel so much of a pang of indigestion. This Knack confers no special ability to chew up or tear off pieces of inorganic material, but anything small enough to swallow disappears down his gullet with no harmful effects and fuels him just as effi ciently as normal food. Divine Fortitude Prerequisite Knack: Holy Fortitude (Scion: Hero, p. 129) This Knack doubles the amount of time a Scion can work at a strenuous task once more after the prerequisite Knack doubles the base amount of time (itself modifi ed by the Scion’s Epic Stamina). Divine Fortitude also completely obviates a Scion’s need for food or sleep or water. The Scion’s player chooses which necessity the Knack takes away when he fi rst chooses the Knack. When he does so, the character may still indulge in the activity, but he never suffers deprivation effects if he chooses not to. A Scion character may take this Knack three separate times after he takes the prerequisite, each time obviating one of the three listed necessities. Taking the Knack multiple times does not, however, double the amount of time he can work at a strenuous task each time. That period doubles only once, the fi rst time he takes the Knack. Regeneration Prerequisite Knack: Self-Healing (Scion: Hero, p. 129) Regeneration repairs the severe damage that’s too serious for its prerequisite Knack to heal. For a point of Legend, the Scion can automatically heal a single level of aggravated damage. With this Knack, he can also perform such miraculous feats as regenerating a destroyed limb, extremity or eye. Doing so costs one Legend point per body part so restored.
59 Skin–Shedding Not only is this Knack a life-saving power, but it can also be an effective (if surreal) means of escape. If an enemy’s attack against the Scion infl icts enough damage to cause knockback, the Scion may spend a point of Legend and a point of Willpower to refl exively negate all damage from the attack. The attack still infl icts its knockback, though, seemingly knocking the Scion completely out of his skin. The empty husk collapses at the attacker’s feet, disintegrating over three ticks. The Scion who was apparently knocked out of his skin lands perfectly unharmed however far away the knockback threw him, retaining all of his clothing and possessions and radiating a golden sheen until the shed skin disintegrates. The Scion can use this Knack only once per scene. EPIC CHARISMA Demigods with Epic Charisma are the priests of cults devoted to their own greatness. Interacting with them is the closest most mortals will ever come to touching the divine, and these characters all know it. Their friends love them, their rivals respect them, and even their enemies have to admit that there’s just something about them that makes it damnably impossible to hate them. Associated With: Amaterasu, Aphrodite, Apollo, Atum-Re, Baldur, Baron Samedi, Bastet, Damballa, Dionysus, Erzulie, Freya, Freyr, Frigg, Hachiman, Hades, Hera, Huitzilopochtli, Isis, Izanagi, Izanami, Kalfu, Legba, Miclántecuhtli, Odin, Osiris, Poseidon, Quetzalcoátl, Shango, Sif, Tezcatlipoca, Thor, Tlazoltéotl, Tsuki-yomi, Tyr, Zeus Dots Effects •••• Adds seven bonus successes to Charisma rolls. ••••• Adds 11 bonus successes to Charisma rolls. ••••• • Adds 16 bonus successes to Charisma rolls. ••••• •• Adds 22 bonus successes to Charisma rolls. EPIC CHARISMA KNACKS BFF Prerequisite Knack: Blessing of Importance (Scion: Hero, p. 130) A heroic Scion with Epic Charisma can help restore a mortal’s sense of self worth and empowerment just by paying a bit of attention to him and making him feel special. The charismatic Scion can even replenish a measure of the same for one of his fellow Scions. A demigod Scion’s attention makes a person feel even more important, though, especially when the Scion goes out of his way to treat the person like a true friend. When the demigod does so (and spends a point of Legend), he completely refi lls a fellow Scion’s spent Willpower points (if that amount is higher than the charismatic Scion’s Epic Charisma). Should he treat a mortal with such affection, the mortal not only regains all his spent Willpower, as per Blessing of Importance, he gains an extra dot of Willpower for the scene. When that extra dot goes away at the end of the scene, the mortal’s spent Willpower completely replenishes again. The Scion can affect a person only once per scene with this Knack. Crowd Control Prerequisite Knack: Charmer (Scion: Hero, p. 130) The demigod’s force of personality is such that he can quell the passion of a seething mob, whether he’s addressing a throng of rowdy political protesters, standing between an innocent kitsune and the lynch mob howling for her hide, or stalling the phalanx of SWAT cops long enough for his partner to fi nish sacrifi cing the hostages. By spending a point of Willpower and Legend, the Scion cools the crowd’s urge for instant action and buys himself enough time to try to talk some sense into everyone. Doing so is primarily a matter of roleplaying, but if the player is not as good an extemporaneous speechmaker as his character is, he may roll (Charisma + Presence) to simulate his heartfelt call for calm. His words convince three members of the mob per success on the roll. This effect lasts for the scene, after which the mob either disperses or renews its shenanigans with its original vigor. If the character is attempting to halt the depredations of a mob that is being controlled or directed supernaturally, use of this Knack constitutes an opposed roll against the other power’s activation roll. If the power has no activation roll per se, the Scion’s player rolls his (Charisma + Presence) against that of the character who incited the mob supernaturally. If the Scion with this Knack gets an equal or greater number of successes, the Knack does what it’s supposed to. Pied Piper The character exudes such charm and élan that people just want to be around him. When the character engages this Knack, the player need only spend a point of Willpower and a point of Legend. Thereafter, and until the next sunrise, any mortal who looks in the character’s direction feels compelled to be in his company. People fl ock around him like the paparazzi on Oscar night, desperate to be near him and get his attention, and they’ll follow him from locale to locale for as long as he keeps leading them. Mortals can resist this compulsion, •••• Adds seven bonus successes to Charisma rolls. ••••• • Adds 16 bonus successes to Charisma rolls. E P I C S T A M I N A & C H A R I S M A
T W O — E P I C A T T R I B U T E S & K N A C K S 60 To demigods with Epic Manipulation, mortals are theirs to command. Mortals become living pieces in vast games whose only goal is to amuse or enrich those demigods who care to play. Rare is the demigod with Epic Manipulation who lacks for anything he wants. In fact, if such a Scion can’t get something he wants, it’s usually because another Scion with an even greater gift for manipulation is keeping it out of his hands. Associated With: Aphrodite, Atum-Re, Hades, Hel, Hera, Isis, Loki, Odin, Ogoun, Osiris, Poseidon, Set, Tezcatlipoca, Tlazoltéotl, Zeus Dots Effects •••• Adds seven bonus successes to Manipulation rolls. ••••• Adds 11 bonus successes to Manipulation rolls. ••••• • Adds 16 bonus successes to Manipulation rolls. ••••• •• Adds 22 bonus successes to Manipulation rolls. EPIC MANIPULATION KNACKS Advantageous Circumstances With this Knack, a Scion turns a group of people into his own Rube Goldberg machine. Taking only a moment to glance around the room at what the people around him are doing, the Scion decides what result he wants to achieve and takes the fi rst small step toward achieving that end. The effect can take no more than but doing so requires a successful (Willpower + Integrity + Legend) roll with a diffi culty equal to the Scion’s Legend. Successful resistance breaks the spell for the rest of its duration; a failure means the character cannot try to break away again for another hour. The demigod character can have as many lingering groupies and hangers on as his Epic Charisma dots normally grant him bonus successes on Charisma rolls. Scions use this Knack not only to gather up fellow revelers for long, roving parties, but also to surround themselves with unwitting human shields. For as long as the Knack lasts, the compelled mortals will not abandon the Scion unless he chooses to end the effect early. Preach On Prerequisite Knack: Inspirational Figure (Scion: Hero, p. 130) When a demigod has a willing audience, he can inspire every member with an uplifting, well-intentioned speech or sermon. This Knack works exactly as its prerequisite, and functions under the same limitations, but it is more effective. Mortals and Scions who hear it are so inspired that their spent Willpower points are entirely refi lled. This Knack also has a more insidious dimension. If the Scion fi nds himself in charge of a group of titanspawn, he can spend a point of Willpower and give those awful minions a speech that empowers them just as Inspirational Figure inspires mortals. Each titanspawn who hears him regains a point of spent Willpower. Scions who might be opposed to the titanspawn’s goals don’t receive any benefi t from this inspirational speech, but they are compelled to let the demigod fi nish what he has to say before they do something about it. Unimpeachable Reference With this Knack, the demigod can actually lend someone else a portion of his credibility and authority. When the player spends a point of Legend and the character either vouches for or lends a recognizable token to someone to act on his behalf, he confers on that person the effects of the Benefi t of the Doubt Knack (from Scion: Hero, p. 130). This halo of credibility affects even those people who do not know the demigod personally. It is still up to the character who receives the effect to convince the person he’s speaking to that he’s on the level, but this Knack makes getting over the initial hurdle of suspicion and disbelief much easier. EPIC MANIPULATION a scene to accomplish, and it can be no more than a personal, temporal gain for himself. For Example: A Scion of Ogoun is at a bar having a drink when up pulls the motorcycle of the Scion of Sobek from whom he stole an expensive and powerful Birthright. The Scion of Ogoun needs a distraction so he can slip out the back before the Scion of Sobek notices him and turns him into mincemeat. After a quick glance around, the Scion of Ogoun motions to the bartender and orders a drink for a pretty girl across the room. He also pays off his tab. As the waitress takes the drink over, a sour-faced middle-aged man exits the restroom and walks back toward the table where his shrewish wife is waiting. The waitress hands the drink to the pretty girl and points back toward the Scion of Ogoun, but the middle-aged man just happens to be in the way. The pretty girl waves and smiles her thanks, and the middle-aged man smiles back in distracted confusion as the Scion of Ogoun tips the girl a wink. It’s at this point that the Scion of Sobek enters and notices the Scion of Ogoun putting on his jacket. As the Scion of Sobek comes toward the Scion of Ogoun’s seat, the middle-aged man meets his shrewish wife heading toward him. Having misinterpreted the pretty girl’s wave of thanks to the Scion of Ogoun, she demands to know why her husband bought a strange girl a drink. She throws her own drink in his face, sending him tripping over his own feet and stumbling backward toward the Scion of Sobek. That Scion stops and catches the middle-aged guy before the poor fellow can crack his head against the corner of a nearby table. Yet when the Scion looks back up to fi nd his prey again, the Scion of Ogoun is nowhere to be seen. •••• Adds seven bonus successes to Manipulation rolls. ••••• • Adds 16 bonus successes to Manipulation rolls.
61 Using this Knack doesn’t have to be that complicated. As long as the player and Storyteller can come up with a quick sequence of convenient, coincidental events that spring from the Scion’s fi rst small action, that’s all that’s required. The important thing is to keep each of the events low key and not to hog too much of the spotlight in so doing. Hard Sell Prerequisite Knack: Overt Order (Scion: Hero, p. 131) Like the Overworld’s own Amway salesman, the demigod can convince a group of people to perform one particular action that they would not otherwise be inclined to perform. That is, the Scion can issue an overt order (per the eponymous prerequisite Knack) to a group of people, who must be able to hear him clearly without him using any amplifying or broadcasting equipment. The order must be simple, and it must be something the listeners can carry out in one action while they are within the Scion’s presence. The order can be something instant like, “Everybody get outside!” or, “Arrest that man!” It can also be something sneaky like, “Buy my book,” or, “Register for next month’s seminar by paying me $1,000.” The same restrictions that apply to how loosely a victim can interpret the Overt Order Knack apply to this Knack. Instant Hypnosis Prerequisite Knack: Overt Order (Scion: Hero, p. 131) With a moment of eye contact and the expenditure of a Willpower point, the Scion instantly plunges a mortal into a hypnotic trance. Attempting to hypnotize a fellow Scion of lesser or equal (Willpower + Legend) requires not only a Willpower expenditure but a (Manipulation + Command + Legend) roll contested against the victim’s (Willpower + Integrity + Legend). Scions cannot instantly hypnotize fellow Scions of higher (Willpower + Legend). Should he successfully hypnotize a victim, the Scion can implant one hidden command that the victim must obey at the time of the Scion’s choosing. The command must be something that the victim can accomplish in one scene, and the trigger condition that compels him to attempt it must occur within a number of months equal to the Scion’s Legend. The Scion can give as specifi c an order as he pleases, and a mortal cannot interpret it in any way other than the spirit in which it was intended. A fellow Scion can interpret it loosely to his own advantage, as per Overt Order, but doing so costs him a point of Willpower. The victim remains unaware of the ticking time bomb in his subconscious, but he does have a chance to resist it when the trigger condition occurs. At the moment when he has been commanded to perform the action in question, the victim’s player may make a (Wits + Integrity) roll. (This roll cannot be modifi ed by a Scion’s Epic Wits or an Integrity Arete.) If the roll garners more successes than the hypnotist Scion has dots of Legend, the compulsion is broken. If the lastminute resistance roll fails, the victim must attempt to do as he was commanded. Whether he succeeds or fails, the compulsion ends after he makes the attempt, and he has no memory of what could possibly have convinced him to do as he did. Knowing Glance Knowing that someone is keeping a damning secret can be quite an effective tool in getting him to do what you want. With this Knack, however, that knowledge is not only a tool, but a powerful weapon. When the Scion is aware that another character is keeping a dangerous secret—whether he has uncovered it through investigation or has discovered its presence through the Stench of Guilt Knack (see Scion: Hero, p. 132)—he need only make eye contact with the guilty party. As the Scion’s player spends a point of Legend, the character with the secret suddenly realizes that someone else knows, and he loses all of his unspent Willpower points from his pool. The Scion can affect the same character thus only once per day, and the Knack has no effect if the victim is not actually hiding the secret the Scion thinks he is. Rumor Mill The demigod Scion can play make a lyre of the media, lending credence and giving unexpected life to the wildest of rumors. He need only come up with a seed rumor and cast it adrift in conversation with someone (even a stranger) and watch it bloom in the fertile fi elds of the public imagination. In order to make his rumor catch on, the Scion’s player need only spend a point of Legend and make an instant (Manipulation + Politics) roll. The number of successes this roll accumulates determines the height of public attention to which the rumor will rise before it is either accepted as true (if it is true) or proven to be poppycock (if it’s something the Scion made up). Successes Exposure 1 Some nut-job’s blog 5 Local ’zine and newspaper coverage 15 Major metropolitan newspaper coverage 20 Local TV news coverage 30 Several popular websites and blogs 35 National newspaper and magazine coverage 45 National cable TV news coverage 50 Worldwide news media For a rumor or a fact to make its way from the Scion’s lips to its highest level of exposure takes one month minus a number of days equal to the Scion’s (Manipulation + Epic Manipulation + Legend) total— with a minimum of one hour. Once it gets there, a false rumor maintains its level of exposure for a number of days equal to the Scion’s Legend before being proven false. A true fact remains at that level of coverage for the same amount of time. 1 Some nut-job’s blog 15 Major metropolitan newspaper coverage 30 Several popular websites and blogs 45 National cable TV news coverage E P I C C H A R I S M A & M A N I P U L A T I O N
T W O — E P I C A T T R I B U T E S & K N A C K S 62 EPIC APPEARANCE Demigod characters with Epic Appearance have grown so like their divine parents that they are either luminous paragons of beauty or hideous atavisms from humanity’s earliest nightmares. The only beings more beautiful or more frightening are the Gods themselves. Even the most bestial titanspawn are rarely so impressive. As with the heroic level, the demigod range of Epic Appearance dots allows a Scion to reroll a number of failed Presence attempts in a given scene. (See Scion: Hero, p. 132.) Those numbers are included here along with the dice bonuses. Associated With: Amaterasu, Aphrodite, Apollo, Baldur, Erzulie, Freya, Hel*, Izanami*, Miclántecuhtli*, Raiden*, Sif, Tezcatlipoca, Tlaloc*, Tlazoltéotl (* represents monstrous ugliness) Dots Effects •••• Adds seven bonus successes to Appearance rolls. Grants four free Presence rerolls per scene. ••••• Adds 11 bonus successes to Appearance rolls. Grants fi ve free Presence rerolls per scene. ••••• • Adds 16 bonus successes to Appearance rolls. Grants six free Presence rerolls per scene. ••••• •• Adds 22 bonus successes to Appearance rolls. Grants seven free Presence rerolls per scene. EPIC APPEARANCE KNACKS Blinding Visage Mortal beauty or ugliness can take one’s breath away, but divine beauty or ugliness can do so much more. When a Scion grows angry at a mortal—such as a tabloid photographer who just won’t leave him alone—his player can spend a point of Legend and sear his visage into the mortal’s retinas. Doing so blinds and disorients the mortal for the remainder of the scene. If the Scion’s Epic Appearance represents beauty, the victim meanders aimlessly, dazzled by the character’s divine radiance. If the Epic Appearance represents ugliness, the victim staggers around in a blind panic unable to get the awful visage out of his head. Rules for dealing with blindness appear on page 186 of Scion: Hero. Compelling Presence Prerequisite Knack: Serpent’s Gaze (Scion: Hero, p. 133) As with the prerequisite Knack, Compelling Performance draws a victim’s attention to the Scion and renders him unable to look away. The victim remains Inactive for combat purposes, staring helplessly at the hideous monster or unearthly beauty before him. Unlike Serpent’s Gaze, though, the Scion need not consciously maintain eye contact with her victim for the effect to endure. Once the victim has been transfi xed by the Scion’s Epic Appearance, he remains thus until either the end of the scene or until the Scion leaves his line of sight. The victim will follow the Scion with his eyes, even turn in place if she wanders around the immediate area, but he can’t do anything other than look at her. What’s more, the Scion can capture a number of victims with her appearance equal to her (Epic Appearance + Legend) total. Her player only spends one point of Legend per person up to the maximum, and they all stop what they’re doing to stare at her in rapt fascination. When the effect ends, they remember nothing that happened after the fi rst moment they saw the Scion. Mortals and Scions of lesser or equal Legend are unable to look away on their own, but Scions with a greater Legend are not so vulnerable. After the Scion using the Knack takes one full action, the higher-Legend victim may spend a point of Willpower to negate the effect. In so doing, he remains immune to the effect from the same Scion for the rest of the scene. Inescapable Vision Prerequisite Knack: Lasting Impression (Scion: Hero, p. 133) This Knack torments a victim with an endless parade of the Scion’s face, passing the victim by on all sides and driving him ever deeper into frustrated despair. Spending a point of Legend and a point of Willpower, the Scion burns a mental vision of himself so deeply into the victim’s mind that everyone the victim sees thereafter who’s of the same sex as the Scion seems to be wearing the Scion’s face. This effect is especially jarring because other features such as height, weight, hairstyle, skin tone and whatnot don’t change from what’s natural for the person the victim is actually seeing. Only the Scion’s face stands out, sized and colored as appropriate for the person on hand, yet still undeniably the Scion’s own. Shaking off this disorienting hallucination costs the victim a point of Willpower, but that doesn’t end the effect. An hour later, the effect creeps back up on the victim until every person of the appropriate gender has the Scion’s face again. Even worse, a character cannot regain spent Willpower points while he’s languishing under this effect. The only hope for a mortal victim is that the Scion will track him down and decide to end the effect. The demigod can do the same for Scion victims as well, but in the children of the Gods, the effect will wear off on its own after the victim has spent 24 hours with no points of Willpower. •••• Adds seven bonus successes to Appearance rolls. Grants four free Presence rerolls per scene. ••••• • Adds 16 bonus successes to Appearance rolls. Grants six free Presence rerolls per scene.
63 My Eyes Are Up Here As Scions build up ever more dots of Epic Appearance, they grow ever more unearthly. As such, whether they’re beautiful or quite the opposite, it becomes increasingly diffi cult to deal with mortal humans on their level. The Scion’s Epic Appearance can’t help but get in the way. This Knack, however, mitigates that factor. When the Scion’s player spends a point of Willpower to activate it for the scene, any mortals who see the character completely ignore his Appearance score (both Epic and mundane). Witnesses might vaguely remember that a beautiful Scion was kind of pretty or that a disgustingly ugly Scion was dirty and a little scary, but that’s it. They won’t recognize the Scion again later unless the Scion uses this Knack in their presence again, and they won’t be able to describe the Scion in great detail to anyone else. They might get height, hair color, skin tone, build and style of dress right, but details beyond those generalities prove elusive. Scions themselves are immune to this effect, as they are more than capable of dealing with the extremes that Epic Appearance represents. This Knack lasts for the scene, though the Scion can choose to turn off the effect before then. Also, while he’s using this Knack to deal with a mortal, he cannot use any other Epic Appearance Knacks against him. Nor can he apply his Epic Appearance to rolls pertaining to dealing with that mortal at all until he lifts the effect. Perfect Actor The Scion can put on an emotional display so convincing that anyone who can see him clearly enough, and in person, to read his emotion feels that same emotion just as strongly as the Scion seems to. That emotional state lasts for the rest of the scene. When the effect wears off, the affected victims are unable to explain what came over them, and are likely embarrassed by letting their feelings run away with them like that. Activating this Knack costs one Willpower, and it works whether the Scion is beautiful or awful. EPIC PERCEPTION Little escapes the all-seeing eyes of demigods with Epic Perception. They can fi nd a straight pin in a haystack by listening for the footsteps of the angels dancing on its head. They can track a raptor through the sky by the smell of blood on its talons. They can look down from the gondola of the Goodyear blimp at the Super Bowl and count how many people in the stands are wearing red hats. Associated With: Anubis, Artemis, Atum-Re, Bastet, Heimdall, Odin E P I C A P P E A R A N C E & P E R C E P T I O N
T W O — E P I C A T T R I B U T E S & K N A C K S 64 Dots Effects •••• Adds seven bonus successes to Perception rolls. ••••• Adds 11 bonus successes to Perception rolls. ••••• • Adds 16 bonus successes to Perception rolls. ••••• •• Adds 22 bonus successes to Perception rolls. EPIC PERCEPTION KNACKS Broad–Spectrum Reception This Knack not only magnifi es a demigod’s mortal senses, but steps beyond them altogether. His eyes can now perceive waves in the infrared and ultraviolet ends of the electromagnetic spectrum. He can see magnetic fi elds, hear electricity humming within insulated wires and detect ultrasonic vibrations. He can smell the free electrons of a radioactive substance. He can even feel television and radio waves, though he can’t quite translate them into discrete pictures or sounds. The only catch is that the Scion must be actively searching for each sensation—the default assumption is that his senses are those of a regular mortal. Attuning his brain for this higher awareness and overlaying it on his mortal consciousness costs one point of Legend for the scene, but he can switch between the various sensations freely during that time. Environmental Awareness Prerequisite Knack: Subliminal Warning (Scion: Hero, p. 134) The demigod is so in tune with his surroundings, that he can detect even the most minute changes around him well before anyone else. He can feel the barometric pressure rise or drop (and describe it accurately), giving him an acute sense of what the weather is going to do in the next hour. He can feel the tiniest tectonic vibrations from deep within the earth, allowing him to accurately presage an earthquake. Changes in temperature are no mystery to him either. His awareness is so complete that should some unnatural factor change one of these elements, he’s the fi rst to notice and can even track the disturbance back to its source. Also, if enemies are lying in ambush in the nearby area and are not concealed by supernatural means, it is impossible for their surprise attack to catch the Scion unaware. The Scion may join battle and react accordingly without his player having to roll to notice the hidden attack. If he refl exively spends a point of Legend, he may call out a warning for his cohorts to be ready and react accordingly as well. As an added benefi t, the Scion is unfailingly aware of the passage of time. Without even thinking about it, he can accurately say how much time has passed from any reference point that he has personally experienced. Spatial Attunement The Scion is so aware of his surroundings that his other senses (primarily those of hearing and smell) compensate for his eyes in identifying nearby objects outside his line of sight. The Scion could recognize the person sneaking up on him by that person’s telltale scent and mark exactly how far away that person is by the sound of his passing. With one quick glance around the room, the Scion could mark in his mind exactly where every wall and piece of furniture is within. Having done so, he could then navigate the room with his eyes closed, even slipping through a milling crowd of people without bumping into anyone or anything. To a certain extent, the character can perceive what’s going on around him in a 360-degree arc. Also, he suffers no penalties for fi ghting blind as long as he can hear or smell his opponents. Supernal Hunter Prerequisite Knack: Predatory Focus (Scion: Hero, p. 134) Where Predatory Focus makes a heroic Scion an exceptionally skilled hunter, this Knack makes the demigod Scion the unstoppable pursuer that prey animals have nightmares about. If he can fi nd a location where he is absolutely certain his prey has been within the last 24 hours, he can follow that prey’s trail unerringly no matter where the prey goes. If the prey takes fl ight—either because it’s a bird or because it’s a man with a plane ticket—he can track it through the air. If it swims away in a raging river, he can follow it through the water. If it gets into a car and drives uptown through rush hour traffi c, he can retrace its path. Usually, the hardest part of the hunt lies in knowing where to start; after that, it’s just a matter of catching up. The one hitch to using this Knack is that unless the Scion has the next Knack, Telescopic Senses, he must be able to travel within 100 yards of the prey’s path of escape. If the prey fl ies higher, swims deeper or burrows farther than 100 yards from the nearest path the Scion can take to follow, the Scion loses the trail. Telescopic Senses A Scion’s Epic Perception allows him to hear, see and smell things from much farther away than mortal senses do. With this Knack, the Scion can not only perceive these sensations, but perceive them as if they were happening right in front of him. If he’s within the range at which the sound of someone’s voice can travel, he can not only hear that voice, but follow its conversation as clearly as if he were participating. If a sniper is crouched high up on a ridgeline within his line of sight, the Scion can not only see him but also recognize him and count the notches on his rifl e stock. If he’s wandering in the woods and the wind brings him the distant scent of someone’s camp fi re, he can not only smell it but tell what kind of wood they’re burning, what brand of marshmallows they’re roasting and how long it’s been since they’ve had a good bath.
65 EPIC INTELLIGENCE The sheer processing power of a demigod’s Epic Intelligence puts even the most powerful supercomputers to shame. Such Scions’ strategies are fl awless, their technical designs are nothing short of magical, and their wisdom is unmatched by the most learned of mortal sages. Associated With: Athena, Frigg, Hephaestus, Hermes, Loki, Odin, Ptah, Quetzalcoátl, Thoth Dots Effects •••• Adds seven bonus successes to Intelligence rolls. ••••• Adds 11 bonus successes to Intelligence rolls. ••••• • Adds 16 bonus successes to Intelligence rolls. ••••• •• Adds 22 bonus successes to Intelligence rolls. EPIC INTELLIGENCE KNACKS Cipher The Scion’s brain is his own personal Enigma machine. He can break any encryption and decode any message created by someone without Epic Intelligence, without the need for a roll. He can also design a onetime code for a specifi c recipient that cannot be broken by anyone without Epic Intelligence (regardless of how smart such a person is or what decryption equipment he might have on hand). Only a fellow Scion with Epic Intelligence can even attempt to break the code—calling for opposed (Intelligence + Academics) rolls. The person for whom the coded message is intended can automatically read the message as clearly as if it were written in his native language. Language Mastery The Scion can understand any language that is spoken to him. Once he’s heard a few sentences, he can then speak that language back as if he grew up among native speakers. Writing the language is a bit trickier, as he can only transliterate his written words in the alphabet of his native language until someone teaches him the alphabet and punctuation of the new language. For instance, say a Scion with this Knack whose native language is English has picked up French at Orly Airport in Paris and would like to leave a thank-you note for a bartender who gave him helpful information. That Scion might write, “Maresee du mah-vay zayday,” to express his thanks, when what he really means is, “Merci de m’avez aidé.” Likewise, reading the new language can be diffi cult if that language uses characters that don’t appear in an alphabet with which he is already familiar. Multitasking The Scion can carry on as many separate primarily mental activities as he has dots of Legend simultaneously and with his full attention. A Scion with Legend 6 could play a game of chess against a recognized master while also playing go against a ninth-dan professional, translating a James Joyce novel into a different language, reprogramming his computer, planning a raid against the titanspawn entrenched in the historic ruins across town and itemizing his various businesses’ tax deductions for the year. The character never suffers distraction penalties for mental actions, nor are his separate simultaneous mental actions penalized as per the multiple action rules (see Scion: Hero, p. 179). Star Pupil Prerequisite Knack: Fast Learner (Scion: Hero, p. 135) The Scion is now a better student than ever before. Not only does he learn the prerequisite Knack’s listed subjects far more rapidly than normal, he now learns Athletics, Brawl, Craft, Control, Investigation, Larceny, Marksmanship, Melee, Survival and Thrown at the reduced experience point cost. Having a Scion teacher with the Teaching Prodigy Knack doubles the reduction again, just as it does for the prerequisite Knack. Wireless Interface If the Scion devotes his total attention to doing so, he can mentally interface with an active computer without so much as touching it. He need only be able to see the computer, though not necessarily the monitor, in order to communicate with it. (Also, the computer must be turned on. Anybody can talk to a computer that isn’t on. Same thing happens too.) The degree to which the Scion can program the computer or access its fi les is the same whether he’s sitting at a keyboard in front of a monitor or just staring at its CPU, though, so it behooves him to at least know his way around an interface. Mentally interfacing with a computer’s programming absorbs the Scion’s attention, imposing a -2 distraction penalty on him unless he also has the Multitasking Knack. •••• Adds seven bonus successes to Intelligence rolls. ••••• • Adds 16 bonus successes to Intelligence rolls. EPIC WITS Demigods with this degree of Epic Wits never lack for options, even when their backs are against the wall and the titanspawn are closing in all around. They are always calm, collected and in charge of their faculties regardless of what hellish circumstances might surround them. Their minds are always furious thunderstorms of activity, keeping them constantly 10 steps ahead of their friends and enemies. E P I C P E R C E P T I O N & I N T E L L I G E N C E & W I T S
T W O — E P I C A T T R I B U T E S & K N A C K S 66 Associated With: Athena, Bastet, Hachiman, Hermes, Legba, Loki, Odin, Susano-o, Tezcatlipoca, Tyr Dots Effects •••• Adds seven bonus successes to Wits rolls. ••••• Adds 11 bonus successes to Wits rolls. ••••• • Adds 16 bonus successes to Wits rolls. ••••• •• Adds 22 bonus successes to Wits rolls. EPIC WITS KNACKS Cobra Reflexes The character is so quick on the draw that even a surprise attacker is not safe from him. If someone attacks him from surprise but the character’s player fails to get enough successes on the (Wits + Awareness) roll to notice the attack coming, the Scion may still attack his attacker back at the same time. This counterattack is so lightning quick that it catches the attacker off guard as if he were also being caught by an unexpected attack. The Scion himself might not realize he’s taken the attack action until the ambusher’s attack has already hurt him. VARIOUS KNACKS VERSUS SURPRISE ATTACKS If a Scion has Rabbit Refl exes (see Scion: Hero, p. 136) and Cobra Refl exes, he cannot use both Knacks against the same surprise attack. He can either dodge preternaturally well or catch his surprise attacker in a surprise counterattack—the choice is up to the player. The character cannot use either Rabbit Refl exes or Cobra Refl exes if he has the Eternal Vigilance or Environmental Awareness (see below and p. 64) Knacks (since both render him unable to ever be caught by surprise). Just something to bear in mind when you choose your Knacks. Eternal Vigilance Similar to the Environmental Awareness Knack (see p. 64), a Scion with this Knack is never taken by surprise by unexpected attacks. He joins battle as soon as the attack occurs, and he applies his full DV to his
67 own defense. It doesn’t matter whether the attackers use supernatural means of concealment or not. They simply cannot catch him off guard. Unfortunately, this Knack doesn’t help the Scion’s comrades. The Scion reacts as the surprise occurs, but he does so practically subconsciously and not in time to warn anyone else. What’s more, this Knack works even if the Scion is asleep, though to a lesser extent. If the Scion is sleeping and someone tries to spring an unexpected attack, the player rolls the Scion’s full dice pool to notice the attack as he would if the character were awake (awake and didn’t have this Knack, that is). If the roll succeeds, the character wakes just in time to react to the attack, though still not in time to warn anyone else. Instant Assessment With a quick glance, and the expenditure of one Legend point, the Scion can size up a foe with whom he intends to join battle. This assessment comes across in terms of how the foe’s combat abilities compare to the Scion’s own. He gets a sense of whether the foe has more or fewer dots of Physical Attributes (Epic and otherwise) than he does. The same goes for their relative number of dots in Brawl, Marksmanship, Melee and Thrown, as well as their relative Join Battle dice pools and their soak totals. Also, if some power or special quality renders the foe especially vulnerable or completely invulnerable to something to which the Scion has ready access, the Scion gets a sense of that as well. What the Scion decides to do with this information is up to him. This information occurs refl exively to the Scion who uses the Knack, and he may assess as many foes automatically as he spends points of Legend. Monkey in the Middle When multiple attackers gang up on a single opponent, their combined efforts can disconcert and intimidate even the best trained martial artist. A character with this Knack, however, keeps his cool despite how high the odds might be stacked against him. As a result, he suffers no coordinated attack penalty or onslaught penalty in combat when multiple attackers try to rush him all at once. Perfect Imposter Prerequisite Knack: Social Chameleon (Scion: Hero, p. 136) Impersonating someone in order to infi ltrate his home or workplace or to get dangerously close to someone he cares about is more diffi cult the less well the impersonator knows his subject. The best makeup and disguise means nothing if the imposter can’t react to life’s little surprises exactly as the subject of his mimicry would react. With this Knack, however, the Scion can discern with preternatural quickness how the people who think he’s someone else expect that someone else to react. Their minute changes of expression or body language give their expectations away, allowing the imposter to react accordingly. For the most part, this Knack plays itself out without resorting to dice rolls or trait comparisons. As the imposter’s player roleplays (and the imposter himself does so also), the Storyteller simply informs him of what the unsuspecting characters’ expectations are, and the player chooses his imposter’s reactions accordingly. This Knack does not provide a supernatural disguise that would fool someone with the Unfailing Recognition Knack (from Scion: Hero, p. 134), but even if such a Scion can see through the imposter’s disguise, his recognition alone would not be enough to convince anyone else. The imposter retains the wherewithal to stand up to any impromptu interrogation and maintain his charade in everyone else’s eyes, thus making the only other Scion who knows the imposter’s true identity look like a horse’s ass or a liar. E P I C W I T S
T H R E E — D I V I N E B O O N S 68 D I V I N E B O O N S DIVINE BOONS C H A P T E R T H R E E Where heroic Boons—i.e., those worth one to three dots—are marvelous supernatural powers, those worth four to seven dots are miraculous wonders beyond the scope of any mortal abilities. To see a Scion use such powers is to witness unequivocal evidence of divine intervention. PURVIEWS AND BIRTHRIGHTS In order to use Boons from the all-purpose or special Purviews, a heroic Scion must channel them through a Birthright relic. Some Scions access many Purviews through a single relic. Others carry several and access one Purview through each. Both approaches have benefi ts and drawbacks, but the necessity remains either way. Without his relic(s), the heroic Scion is powerless. Not so the demigod. When a Scion’s Legend climbs above four dots, he no longer needs a relic to channel those Purviews that come most naturally to him. That is, those all-purpose and special Purviews that are specifi cally associated with the Scion’s divine parent are now so intrinsically a part of him that he can activate their Boons by will alone. Doing so has a slight restriction, though. The Scion can never truly surpass the benefi ts of using his Birthright for its intended purpose. If he tries to use a Boon without the Purview’s relic, his Legend is considered to be one dot lower for that Purview’s purposes. If the area or intensity of an effect is based on the character’s Legend, he uses the reduced rating. If using the Boon on a fellow Scion calls for a comparison of the two opponents’ Legend, the user of the Boon compares his reduced Legend to the other Scion’s full Legend. The most important factor, though, is that the Scion’s Legend must remain one dot higher than the dot rating of any Boon he intends to use. If the Scion’s effective Legend decreases in regard to a Purview because he isn’t using his Birthright relic for that Purview, the highest-rated Boons he can use from that Purview decreases by one as well. For example, if a Scion of Ares has Legend 8 and he has all of the listed Boons for the War Purview (worth from one to seven dots), he may use any of those seven Boons as long as he has the relic through which he accesses the War Purview. If he’s in a tight spot on the battlefi eld and loses that relic, he can still access the War Purview because that Purview is specifi cally associated with Ares. Should he do so, however, his Legend is considered to be 7 for the purposes of the War Purview. As a result, he can use only those War Boons rated at six dots or lower. Also, if he uses Army of One (see p. 89)
69 listed in Scion: Hero. For quick reference, they are as follows: Purview Type Experience Cost All-Purpose (associated) 4 per dot All-Purpose (not associated) 5 per dot Pantheon-Specifi c (fi rst dot) 3 Pantheon-Specifi c (new dot) current rating x 4 Special (fi rst dot; associated) 3 Special (fi rst dot; not associated) 4 Special (new dot; associated) current rating x 4 Special (new dot; not associated) current rating x 5 Magic Spell (associated) 4 per dot Magic Spell (not associated) 5 per dot Boons from all-purpose Purviews must be purchased separately but need not be purchased in sequence. Boons from pantheon-specifi c Purviews must be purchased in sequence but not separately (meaning that you need only buy the next dot in a growing Purview rating to get the next Boon). The same goes for the special Purviews. Additional Magic spells are purchased as all-purpose Purview Boons. in this situation, he can create only seven duplicates with it at most. If he regains his relic, he can once again create eight duplicates or use the Colossus Armor Boon. Likewise, if a Scion of Tezcatlipoca with Legend 8 has seven dots of the Magic Purview, he can use any spells of the one- to seven-dot power levels as long as he has his Magic Birthright. He can still use his cast Magic spells if he loses his Magic Birthright, but only those rated from one to six dots. The Scion’s actual Legend rating does not decrease for purposes other than using those select Purviews without his Birthright relic. His Legend-point pool is still equal to the square of his true Legend rating. His Legend remains the same for his pantheon-specifi c Boons, which don’t require a Birthright relic. The rating also stays the same for those Boons from Purviews that aren’t associated with his divine parent, as long as he hasn’t lost the relic that using those Purviews requires. BOON COSTS All the experience-point costs for new Boons remain the same for the different types of Boons as they were Magic Spell (associated) 4 per dot Special (new dot; associated) current rating x 4 P U R V I E W S & B I R T H R I G H T S
T H R E E — D I V I N E B O O N S 70 These Purviews are associated with specifi c Gods but are available to Scions of every heritage. Each Boon may be purchased separately and out of sequence. Using these Boons requires a Birthright unless the Purview whence they come is specifi cally associated with the Scion’s divine parent. ANIMAL Each of this Purview’s Boons works on only one type of animal, chosen by the player when he purchases the Boon. That animal needn’t be the same one associated with his divine parent. He can purchase Boons from this Purview multiple times, however, to grant his character the same power over several different types of animals. He can also decide that each Boon he has applies to a different animal. Associated With: Anubis (Jackal), Athena (Owl), AtumRe (Falcon), Bastet (Cat), Damballa (Snake), Geb (Goose), Hachiman (Dove), Hera (Peacock), Horus (Falcon), Huitzilopochtli (Hummingbird, Eagle), Miclántecuhtli (Dog), Osiris (Centipede, Ram), Poseidon (Horse), Quetzalcoátl (Resplendent Quetzal), Set (Salawa), Sobek (Crocodile), Tezcatlipoca (Jaguar), Thoth (Baboon, Ibis) RIDE ANIMAL (ANIMAL ••••) Dice Pool: Intelligence + Animal Ken Cost: 1 Legend The Scion stares into the eyes of a specimen of his chosen animal, the one to which his Boon pertains, and overwhelms its mind with his own. For the rest of the scene, the Scion controls the animal’s body just as a character with Horse (Cheval •••) can control a human’s body. This Boon functions exactly as that one does (see Scion: Hero, p. 150), with the same limitations and effects on the Scion’s body. The only difference is that Horse applies to possession of a human’s body, while Ride Animal applies to specimens of the Scion’s chosen animal or to his Birthright creature. A Birthright creature can allow the Scion to take over its body at will, but all other animals impose a diffi culty on the activation roll equal to their Intelligence. If the animal is a nemean, the diffi culty is multiplied by (nemean’s Legend + 1). ANIMAL FEATURE (ANIMAL •••••) Dice Pool: Stamina + Animal Ken Cost: 1 Willpower + (1 Legend per feature) The Scion can change a portion of his anatomy to a shape matching the analogous portion of his chosen animal’s anatomy for one scene. If his chosen animal is an armadillo, he can cover himself in a fl exible armor. If his animal is a monkey, he can grow a long prehensile tail that is as dexterous as a hand with no thumb. If his animal is a spider or gecko, he can change the surfaces of his hands and feet to enable himself to climb on walls. If his animal is a bird or bat or airborne insect, he can transform his arms into wings that allow him to fl y at a rate equal to his Move rate. The exact effect of the change is up to the player, dependent upon Storyteller approval. As a general guideline, though, if the change boosts some trait or grants bonus dice on a special attack, the total bonus value granted cannot be greater than the character’s Legend. The character can take on one feature from his chosen animal per fi ve successes on the activation roll. He can take on as many separate animal features from the same animal as his successes on a single activation roll allow. If the player has purchased this Boon multiple times to represent several different animals, the character can take on features from all those different types of animals simultaneously, but he must make the activation roll separately for each type of animal. The total trait bonuses he can receive from all those features still cannot exceed his Legend. Reverting to normal, either at will or at the end of the scene, is instantaneous. ANIMAL FORM (ANIMAL ••••• •) Dice Pool: Stamina + Animal Ken Cost: 1 Willpower + 1 Legend In one action (Speed 5, DV -1), the character transforms into a specimen of his chosen animal. The character’s Physical Attributes are normal for a mundane specimen of the animal he’s become, but his Mental Attributes remain his own. He also retains access to his Epic Mental Attributes and Knacks, though his other Epic Attributes are off limits until he regains his human form. He can communicate with other animals of his type. Other Scions who use Animal Communication can understand him perfectly clearly. He is immune to other Scions’ uses of Animal Command or Ride Animal. If the player has purchased this Boon several times to represent different animals, the character can change from one animal form directly to another, but the player must make the roll and spend the points anew for each change. While a character is using this Boon, he cannot use Animal Feature or Animal Aspect. CREATE ANIMAL (ANIMAL ••••• ••) Dice Pool: None Cost: (1 Willpower + 1 lethal health level) per act of creation; 1 Legend per set of units By spending one Willpower point and infl icting one lethal health level of damage on himself, the Scion can create mundane animals of his chosen type from his very ANI Ea works hosen he Boo e on parent. He can purchase Bo times, however, to grant his Scion s divine parent A w ch th sam H h ALL–PURPOSE PURVIEWS
71 blood. Such animals are as loyal to him as those granted by the Creatures Birthright, and he can automatically command them mentally. They follow any command the Scion gives them to the best of their ability, and they last for one scene before dissolving into nothingness once again. To grant the creatures solidity, the Scion must pay a number of Legend points relative to the creature’s size. Doing so allows him to create a number of units of the creature per Legend point spent, as follows: Units per Legend Creatures Point Spent Speck creatures (ant) 100 Tiny creatures (grasshopper) 50 Small creatures (raven) 10 Modest creatures (wolf) 2 Normal creatures (lion) 1/2 Large creatures (horse) 1/4 Huge creatures (elephant) 1/5 Enormous creatures (sperm whale) 1/10 (Where exactly a creature not listed falls on this table is up to the Storyteller’s judgment.) A character need not create the maximum number of units per Legend point spent, but he cannot create an incomplete portion of an animal. If he intends to produce a creature whose unit value is listed as a fraction, he must spend more Legend points to produce a single animal. (For instance, it takes fi ve Legend points to create one elephant. If the character doesn’t have fi ve Legend points to spend, he can’t create an elephant.) If the character has taken this Boon multiple times to represent several types of animals, each act of creation is separate and requires a separate expenditure of Willpower and sacrifi ce of one lethal health level. CHAOS Demigods who practice these Boons are fearsome unpredictability incarnate. The only thing most Scions count in such demigods’ favor is that at least they aren’t working with the Titans… right? Associated With: Dionysus, Kalfu, Loki, Set, Susano-o SABOT (CHAOS ••••) Dice Pool: Intelligence + Craft Cost: 1 Willpower The Scion can break even the most complicated machine with just the power of her mind. She just stares at the machine in question and her player spends a Willpower and rolls (Intelligence + Craft). If the roll succeeds, the character causes the machine to break down and cease functioning immediately. The number of successes the roll generated then lingers until the machine is repaired. In order to repair the object, a character must accumulate an equal number of successes on an extended (Dexterity + Craft) roll. A Scion can use this Boon on a given object only once at a time. That is, she cannot use Sabot on the same object a second time until it has been fully repaired from her fi rst application of the Boon. Also, this Boon works only on complex machines, not simple ones. (Sabot won’t make an inclined plane suddenly not work.) It doesn’t work on machines crafted by characters of higher Legend. RECURRING DISTRACTION (CHAOS •••••) Dice Pool: Wits + Empathy Cost: 1 Legend per point of penalty The Scion sings a chorus from a silly song (any Ray Stevens tune will do) or makes some awful witticism (such as, “A good pun is its own reword.”) and uses this Boon to stick that random bit of inanity into the mind of every person who hears and understands her when she does it. Resisting the effect requires a (Willpower + Integrity + Legend) roll that nets more successes than the Scion’s player rolled. Those who cannot resist the effect suffer a distraction penalty to all rolls equal to the number of Legend points the Scion’s player spent to activate the effect (up to a maximum equal to that Scion’s Legend). This distraction lasts for 24 hours. CRAWLING CHAOS (CHAOS ••••• •) Dice Pool: Wits + Empathy Cost: 1 Willpower + 3 Legend This Boon infl icts a nastier version of Paralyzing Confusion (Chaos •••). Its effects last longer and are transmissible. The Scion activates it just as she activates Paralyzing Confusion (see Scion: Hero, p. 140), subject to the same restrictions based on relative Legend. The fi rst person she targets suffers the effects for one hour per dot of Legend the Scion has. The seething riot of contradictory thoughts also erases the victim’s memory of events for the same amount of time before the Boon affected him. When the next hapless victim comes close enough to see and recognize the fi rst victim, she too suffers the effect as if the Scion had targeted her with it. The next person who comes along after that and sees either one of them is likewise subject to the effect. Anyone who can see an affected victim clearly enough to recognize that victim (regardless of whether the witness actually knows the victim personally) is subject to the effect. It doesn’t matter if the new victim is looking at a previous victim through binoculars, a sniper scope or on a live broadcast. Only characters with an equal or greater Legend than the Scion who used the Boon stand a chance to resist this mental paralysis, as they’re the only ones whose players actually get a roll to resist. The Scion who used the Boon remains immune to the transmission of her own effect. Resisting the effect once Speck creatures (ant) 100 Small creatures (raven) 10 Normal creatures (lion) 1/2 Huge creatures (elephant) 1/5 C B i S is t the Titans… right? C i A L L • P U R P O S E P U R V I E W S
T H R E E — D I V I N E B O O N S 72 then instantly emerge from another shadow somewhere else and fi re his arrow just as easily as if he had made a normal Move action before fi ring. The only catch is that the shadows through which the Scion moves must be large enough to accommodate his entire body. SHADOW CRAFT (DARKNESS •••••) Dice Pool: Dexterity + Art Cost: 1 Willpower or (1 Legend + 1 Willpower) This Boon allows for two effects. First, the Scion can change the shape of a projected shadow in any way he sees fi t as long as A.) he’s touching it and B.) he maintains the shadow’s original surface area in the fi nished shape. He can move the shadow around in defi ance of ambient light sources, break it into bits and bend and stretch it any way he wants. Doing so costs only one Willpower point, and the shape in which he leaves the shadow remains thus for a number of hours equal to his Legend. The complexity of the fi nished image determines the number of successes necessary. The second effect costs one Willpower and one Legend. The character reaches into the nearest shadow, thinks of an item he needs but does not have and pulls out just such an item made of solid shadow. Items retrieved thus must be relatively simple and not mechanical. The most complex item a Scion could produce would be a plain longbow with a stout shadow string (using the traits of a hankyu—see Scion: Hero, p. 203). The most common items Scions create with this Boon are weapons, but wrenches, ropes, chairs, doorstops, fl utes, shields, fans and all manner of simple objects are possible. The objects are just as sturdy and useful as their material counterparts, and they can withstand even the brightest direct light. The Scion may create as many objects as his player’s successes on the activation roll allow, as follows: Item Required Successes 5 arrows 1 10 feet of rope 1 fl ute 1 knife 1 hankyu 2 sword 2 oar 3 spear 3 bench 4 canoe 6 (The cost for items of comparable size should roughly conform to this table, guided by the Storyteller’s common sense.) Anyone who can use a mundane version of the item can use the shadow version just as well, though fi nding a loose one in the dark might be a problem for someone without Night Eyes (Darkness •). The Scion can activate this Boon only once per scene, and if he’s creating more with a successful (Willpower + Integrity + Legend) roll is proof against it thereafter from every affected party until the duration lapses. Fortunately for everyone involved, the paralysis lasts only as long as it affects the initial victim. No matter how widespread the effect is, when the initial victim snaps out of it, everyone else does too. INSTANT RIOT (CHAOS ••••• ••) Dice Pool: Charisma + Presence Cost: 1 Willpower + 5 Legend The Scion stands before a crowd and shouts some incendiary catch phrase such as, “Remember Kent State!”, “Rangers lead the way!” or “See you all in StoVa-Kor!” (Whatever’s appropriate to the circumstances.) If the activation roll succeeds, a riot breaks out. Five people per success on the roll immediately lose all sense of decorum and civility and start wrecking the joint. They work together en masse, to cause property damage and to chase down and attack hapless victims who don’t go with the fl ow. (Such victims usually include people who fl ee the chaos rather than wholeheartedly joining the mob, as well as the riot cops who inevitably have to deal with the rioters’ shenanigans.) The riot carries on for a number of hours equal to the Scion’s Legend, unless the police manage to put a stop to it sooner. Anyone who participates in the madness retains full memory of every awful thing he or she did, and the shameful memory wipes out all of a rioter’s Willpower points for the week following the riot. Generally, only mortals will allow themselves to be swept along in the riot, but titanspawn and opportunistic Scions might decide to ride the wave too. (Doing so still wipes out their Willpower afterward.) Scions who practice the Chaos Purview must have a higher Legend than the one who incited the riot in order for Eye of the Storm (Chaos •) to protect them from the rioters. DARKNESS Demigods who practice this Purview become wardens of humankind’s deepest primordial fear. Titanspawn and other horrors might be the beasts that go bump in the night, but demigods with these Boons are the night. Associated With: Baron Samedi, Hades, Izanami, Kalfu, Tezcatlipoca, Tsuki-yomi SHADOW STEP (DARKNESS ••••) Dice Pool: None Cost: 1 Legend The Scion can step into one shadow and emerge instantly from any shadow within his line of sight. Doing so costs one Legend but doesn’t interrupt his action. He can draw a bow and walk backward into one shadow 5 arrows 1 AR D urvi uma ar. ght the night, but demigods Associated With: Baron from the rioters. DA Pu hu fea mig h ih b d i flute 1 hankyu 2 oar 3 bench 4
73 than one item at a time, he has to keep pulling them out of the shadow and either stacking them up or passing them out. If he stops for more than a minute, the effect ends, regardless of how many successes’ worth of items he can still produce. SHADOW SHROUD (DARKNESS ••••• •) Dice Pool: Strength Cost: 1 Willpower + 3 Legend The character sweeps his arms about him in a savage gesture that literally tears the light out of the air. As a result, a maximum semispherical area with a radius in yards equal to (roll successes x 5) becomes pitch black. Only characters with Night Eyes can see anything within the area of effect. This darkness lasts as long as the Scion stays in the area of effect and wills it to remain. Direct sunlight dissolves the shroud of darkness, but only slowly. Each hour of direct sunlight reduces the radius of the effect by 10 yards. SHADOW BODIES (DARKNESS ••••• ••) Dice Pool: Charisma + Presence Cost: 1 Willpower + 5 Legend The Scion wraps a nearby shadow around his body as his player makes the roll and spends the points. The shadow conforms to the Scion’s body, rendering him a tangible, though unrecognizable, three-dimensional silhouette. Then, for every fi ve successes the player got on the activation roll, a semi-tangible shadow duplicate steps out of the Scion’s tenebrous form. Each duplicate has the Scion’s same mundane Physical Attributes and the same ratings in Abilities that represent physical acumen. These semi-solid duplicates can wield physical weapons or ones created with Shadow Craft (Darkness •••••). They are immune to bashing damage, but lethal and aggravated damage affects them as normal. All of the shadow duplicates must remain within the Scion’s line of sight. The Scion doesn’t literally have to be able to see a duplicate, one can stand behind him, for instance, but if a duplicate leaves the Scion’s line of sight, it ceases to exist. Each duplicate the Scion controls must perform roughly the same action—all of them acting based on the Scion’s player’s Join Battle roll. Duplicates arrange themselves minimally so as not to get in each other’s way, but they must either perform the same action as their counterparts or perform no action. (They can perform the same action against different targets, though.) The Scion can perform a different action from what all of his shadow duplicates are doing, or he can make one group of duplicates perform a different action from what he ALL•PURPOSEPURVIEWS
T H R E E — D I V I N E B O O N S 74 and the rest are doing. He must split his action as per a standard multiple action, though, with the concomitant dice pool penalties. When the shadow bodies are performing the same action in combat against the same target, they are automatically assumed to be performing a coordinated assault (see Scion: Hero p. 190). Only someone using Night Eyes can tell which form is the Scion and which is a duplicate. Also, if a shadow body is hiding inside a shadow cast by ambient lighting, it is indistinguishable from the background. Finally, if a Scion has Shadow Step (Darkness ••••), any one of the shadow bodies present is a suitable shadow portal through which to step. Direct sunlight infl icts one unsoakable level of lethal damage on a shadow duplicate per 10 seconds of exposure. The Scion is not affected by this damage. Despite the similarities, these shadow bodies are not the same as titanspawn shinobi (see Scion: Hero, p. 322) created by the power of the Titan Mikaboshi. This subtlety can easily be lost on Scions in the heat of the moment, though. DEATH Demigods with this Purview never lose sight of the power of the entropy and fi nality inherent in mortality. The less they have to fear from death, the better they can use it as a weapon against their foes. (For this Purview’s purposes, its Boons affect ghosts and spectres the same way.) Associated With: Anubis, Baron Samedi, Hades, Hel, Huitzilopochtli, Izanami, Miclántecuhtli, Odin, Osiris, Xipe Totec SUMMON GHOST (DEATH ••••) Dice Pool: Charisma + Occult Cost: 1 Legend The Scion mystically calls out to a ghost and commands its immediate presence. To do so, the Scion either holds some item the dead person held dear or holds hands with a blood relative of the deceased as she speaks the ghost’s full name aloud. The ghost automatically hears the call, no matter how far away from the Scion it is. It may resist the summons with a (Willpower + Integrity + Legend) roll. If the Scion’s player’s roll gets more successes than the ghost’s, the ghost disappears from wherever it was and reappears before the Scion. When it arrives, it is under no compulsion to materialize for any witnesses or to even acknowledge the Scion’s attention. A Scion can attempt to summon a particular ghost only once per scene. A ghost cannot be summoned across a ward or an unbroken line of salt. MOTHER’S TOUCH (DEATH •••••) Dice Pool: None Cost: 1 Legend A Scion with Death Senses (Death •) can see, hear and touch ghosts that won’t or can’t materialize, but the sense of touch that that Boon grants is illusory at best. If the Scion tries to exert enough pressure to cause damage or restrain the ghost, her hand passes through its body. With Mother’s Touch, however—named by Scions of Izanami—the Scion charges her body with fl ickering strands of black energy that can contain or disrupt a ghost’s intangible body. This energy is visible only to ghosts and those who can see ghosts, and the Scion can extend its aura to surround any item in her hands. A measure of the energy even travels with any projectile the Scion throws or fi res from an item in her possession, though it dissipates when the projectile comes to rest. When the Scion spends one point of Legend, this black energy surrounds her for one scene. During that scene, she can grapple ghosts as effectively as she can grapple physical foes, and her attacks infl ict lethal damage on them. (This damage is “lethal” only inasmuch as a ghost has a soak equal to only half his Stamina against it.) If the Scion attacks a mortal who is possessed by a ghost, roll the raw damage separately against the mortal and the ghost. The mortal and the ghost soak the respective results separately. EXORCISM (DEATH ••••• •) Dice Pool: Charisma + Occult Cost: 1 Willpower The Scion can either expel a single ghost from a mortal host it’s possessing, hurl it from the World altogether, or repel a group of ghosts from the immediate area. To rid a host of its possessor, the Scion need only make eye contact with the mortal, touch him on the chest with her open palm and shout “Begone!” If the Scion’s player rolls more successes than the ghost’s did to possess the body, the ghost is expelled and cannot possess anyone else for the rest of the scene. To fl ing a ghost from the World to the Underworld, the Scion does the same as she would to expel a ghost from a mortal host but touches the ghost’s incorporeal fl esh instead. The ghost’s player resists this effect with a (Strength + Athletics) roll as the ghost’s essence clings to the World with all its might. If the Scion’s player rolls more successes, the ghost is hurled back to the underworld whence it came—or, perhaps deep into the rubble that the blocks the nearest pathway there. It cannot return for a number of days equal to the Scion’s Legend. If the Scion attempts to drive back a horde of ghosts, she claps her hands (which rings like thunder in the ghosts’ ears) and shouts “Begone!” For every three successes her player gets on the activation roll, she hurls one ghost back from her. Each ghost is dematerialized and thrown backward 10 yards per dot of Legend the Scion has. Thereafter, the ghost can come no closer to the Scion than that for a number of hours equal to the Scion’s Legend. DE n en m fro as a w D
75 HAUNTED MISTS (DEATH ••••• ••) Dice Pool: None Cost: 1 Willpower + 1 Legend The Scion takes a deep breath and exhales a billowing white mist that sinks to the ground and fl ows outward to cover the surrounding area in a knee-deep blanket. Doing so renders her inactive for fi ve ticks per dot of Legend she has. This area has a radius equal to one yard per dot of Legend the Scion has. (That’s roughly 1,800 square feet at the minimum.) The mist lasts for the rest of the scene, and while it remains, ghosts that enter the affected area cannot leave it or be forced out of it. Worse (for them), they become fully material and cannot dematerialize. They can still use whatever ghostly powers they have at their disposal, as well as their Attributes and Abilities. If a Scion uses a power or performs an action that ought to hurl the ghost bodily out of the misty area, the ghost stops at the perimeter of the area as if it had hit a wall. EARTH This Purview encompasses everything from the tallest windblunted mountaintop to the most parched desert fl oor, and the demigods who practice its Boons can shape it all, nearly by will alone. Associated With: Baron Samedi, Geb, Hades, Hephaestus, Izanami, Osiris, Poseidon, Quetzalcoátl, Tlaloc, Tlazoltéotl EARTH ARMOR (EARTH ••••) Dice Pool: None Cost: 1 Legend The Scion stomps a foot or pounds a fi st on the bare earth, and a thick cloud of particles of the substance rises into the air around him. This cloud swirls around him and accumulates on his body like a suit of plate armor plus helmet. Any earthen substance will suffi ce, from gravel to mud to sand. The armor the coating of particles creates has a bashing and lethal Hardness and soak equal to half the Scion’s Legend (rounded up), as well as a mobility penalty equal to that of riot gear (see Scion: Hero, p. 204). It lasts for the rest of the scene, at the end of which it shatters into a million pieces and falls at the Scion’s feet. A Scion with Shaping (Earth •••) can craft the armor into a stylized shape, but only if the Scion wearing the armor remains inactive long enough to allow it. EARTH TRAVEL (EARTH •••••) Dice Pool: None Cost: 1 Legend The Scion can refl exively sink into the bare earth or stone or metal and move through it like a swimmer through water. The Scion can move only through a volume of earth large enough to accommodate his entire body. Also, unless the Scion has Safely Interred (Earth •), he can remain within the earth for only as long as he can hold his breath. If he stays under longer, he begins to drown. While he’s under, the Scion instinctively knows his way to the nearest air. EARTH BODY (EARTH ••••• •) Dice Pool: None Cost: 1 Legend or (3 Legend + 1 Willpower) The Scion slams his fi sts together and calls out the name of a type of stone or metal, while his player spends the points and makes the roll. (It doesn’t matter which stone or metal it is, except aesthetically.) When he does so, his body instantly changes into a statue made of that material. Becoming a statue thus offers an all-purpose Hardness value equal to the character’s Legend, and adds a like value to his bashing and lethal soak. The transformation also adds 15 pounds per dot of Legend he has to the character’s weight. He can still move and support his weight despite what limits his Strength might impose, but structures and other people might not be able to do so as easily. This transformation lasts for one scene at most. If the player spends only one Legend to make this transformation, the character becomes an immobile statue. He can still see, hear and smell things as normal, but he can’t move. Nor can he be distinguished from a mundane statue except that he’s immune to the Earth Boons of Scions with lower Legend. If the player wants the character’s stone body to be able to move while it’s transformed, he must spend three Legend points and a Willpower point as well. (He may make up the difference in costs at any point during the effect’s duration to go from being an immobile statue to a mobile one.) Doing so allows him to move as normal, up to the full limit of his Dexterity and Epic Dexterity. His freedom of motion doesn’t change his increased weight, though, so if he doesn’t have such Knacks as Divine Balance or Spider Climber (see p. 56), the fragility of the environment could severely curtail his movement. LANDSLIDE (EARTH ••••• ••) Dice Pool: Strength + Craft Cost: 1 Willpower + 3 Legend Moving his arms like the conductor of a symphony orchestra, the Scion can mentally change the shape of any bare earth or stone within his line of sight, out to a range of 50 yards per dot of Legend he has. He can make jagged spars of stone thrust up from the surface, or he can open yawning crevices beneath the feet of his enemies. He can hollow out a depression suitable for the site of a mass grave or raise an earthen wall to keep hooligans at bay. He can detach a sheet of earth from a hillside to send it crashing down, or he can halt such a landslide in its tracks and force it to rejoin the earth beneath it. EA e b p dem E de A L L • P U R P O S E P U R V I E W S
T H R E E — D I V I N E B O O N S 76 The Scion can reshape fi ve cubic yards of earth per success his player gets on the activation roll at a time (including any bonus successes from Epic Strength). He remains in mental control of the earth for one scene. If a second Scion attempts to wrest control of the earth from the fi rst, an opposed activation roll is called for. Whoever gets the most successes on a single roll governs the range and intensity of the effect for the scene. When the duration elapses, whatever shape the earth is in is the shape in which it remains unless gravity changes things. FERTILITY This Purview deals with nature’s green and growing bounty. It doesn’t affect the concept of fertility that refers to animal reproduction, but its reach goes beyond basic plants (see Scion: Hero, p. 142). Associated With: Amaterasu, Dionysus, Freya, Freyr, Geb, Hachiman, Isis, Osiris, Quetzalcoátl, Sif, Sobek, Tlaloc, Xipe Totec NATURAL CAMOUFLAGE (FERTILITY ••••) Dice Pool: Dexterity + Stealth Cost: 1 Legend When the Scion hides in her verdant element, it’s almost impossible to fi nd her. Her skin sprouts grass, bark, underbrush, fl owers, mushrooms or what have you that allow her to blend in seamlessly with her natural surroundings. As long as she doesn’t move or otherwise draw attention to herself, mundane attempts to fi nd or track her fail automatically. A mortal hunter with a trusty hound could walk right over the Scion’s disguised back and never know she was there. Hunters of supernatural prowess fare only a little better. Those with the Epic Perception Knack Predatory Focus (see Scion: Hero, p. 134) or a Survival Arete can attempt to track the hidden Scion’s movements, their players rolling (Perception + Survival) against the hiding Scion’s activation roll. Even if they get more successes than the Scion’s player did, though, the hunters fi nd only the general area in which the Scion is hiding. (They come to an area within a number of yards equal to the Scion’s Legend but lose track of her unless she moves again.) Only hunters with the Supernal Hunter Knack (see p. 64) are actually skilled enough to fi nd a Scion who’s using this Boon to hide (and only if their rolls garner more successes than the Scion’s). For this Boon to work, the hiding Scion must be in a natural environment, such as a forest, a meadow, a swamp, a marsh, a kelp bed or the like. If there are no plants around, the Scion cannot hide there. This camoufl age changes to match the immediate surroundings, and it lasts for as long as the Scion wills. TWIST PLANTS (FERTILITY •••••) Dice Pool: Intelligence + Survival Cost: 2 Legend The Scion imagines a specifi c shape she wants the nearby plant life to take, and her will makes it so. On a successful (Intelligence + Survival) roll, the Scion affects a number of large plants (or a number of square yards of a patch of smaller plants) equal to the successes the roll achieved. Before her eyes, the plants bend as her imagination desires and set in the new arrangement— after which they continue to grow as normal. The Scion can’t move the plants around fast enough or with enough fi nesse to attack people, but she can weave them into bindings or cages to hold people who aren’t moving. Alternatively, she could twist nearby trees and underbrush into a comfortable shelter for herself or cause the surroundings to lay a false impression to throw pursuers off her trail (which would impose a penalty equal to her Legend on the pursuers’ tracking rolls). She could even weave a thick bed of seaweed into a handy canoe. The feasibility and effi cacy of the shape the character designs is up to the player and Storyteller to work out. As a general guideline, bear in mind that the Boon can cause plants to twist in ways that would normally be impossible, but it can’t cause them to tear themselves apart or physically grow or shrink. Also, if the new shape imposes some sort of penalty on characters who enter the affected area, that penalty can be no greater than the Scion’s Legend. The shaping effect takes one minute to complete, and a character can use this Boon no more than once per scene. ACCELERATE GROWTH (FERTILITY ••••• •) Dice Pool: Stamina + Survival Cost: 1–5 Legend With this Boon, the Scion can cause a plant or area of plants to grow to its maximum size in a dramatically reduced time. The Boon affects a number of acres of plants equal to the Scion’s Legend. The more Legend points spent to fuel this effect, the quicker the affected plants grow. For one Legend point, the plants grow as much in a minute as they would in a month. For two Legend points, the plants grow as much in a minute as they would in a season. For three Legend points, the plants grow as much in a minute as they would in a year. For four Legend points, the plants grow as much in a minute as they would in a decade. For fi ve Legend points, the plants grow as much in a minute as they would in a century. The number of successes the player gets on the roll determines the number of minutes the Scion is able to make the plants grow at their accelerated rate. When a plant in the affected area has reached its maximum FE gre aff ref s re Scion: H F it
77 tolerances to survive. The Scion could grow mushrooms on the desert floor or cause rose bushes to thrive in a submerged cave off the continental shelf. Per Green Thumb, these created plants survive for one year under any conditions barring blight or physical destruction by living creatures. When that year is up, they react to their surroundings as normal plants of their type would. In the meantime, they are as susceptible to other Fertility Boons as any normal plants are. FIRE The raw power of this classical element cannot be denied. With it, a demigod can wreak untold destruction or simply clear away that which would poison the thriving earth were it left to linger. Associated With: Hephaestus, Loki, Ogoun, Ptah BLAZING WEAPON (FIRE ••••) Dice Pool: None Cost: 1 Legend per weapon The Scion reaches into a fl ame that’s at least as big as a campfi re and pulls out a blazing melee weapon made of fl ickering fi re. The weapon can be of any shape and size, but the distinction is largely a matter of personal taste, rather than available traits. These weapons do not use the normal traits from the chart on page 202 of Scion: Hero. Instead, when the character removes the weapon from the fi re, the player receives a base number of points equal to the Scion’s Legend for each weapon. These points can add to a base Accuracy +0, Damage +0 and Defense -1, and they can subtract from a starting FI el it de whi i l f li F w sustainable size, it stops growing and remains in cellular stasis until the entire effect has ended. When the effect ends, the affected plants survive as they normally would under their present environmental conditions, unless the Scion uses other Fertility Boons on them. From that point forward, they live for as long as they normally would have if they had not been accelerated— which can seriously throw seasonal crop cycles out of whack if the Scion isn’t careful. Once they reach their natural maximum size, they won’t ever get noticeably bigger, regardless of how much longer than normal they might live. The character can use this Boon no more than once per scene, and the plants must actually be present in some form (even as seeds beneath layers of wildfi re devastation) for the Scion to accelerate their growth. VERDANT CREATION (FERTILITY ••••• ••) Dice Pool: Intelligence + Survival Cost: 1 Willpower + 3 Legend The Scion can cause plants to spontaneously generate out of nothing at all. Regardless of the weather, soil conditions, sunlight exposure or any other factor, plants of the Scion’s choosing spring into existence at her silent command. This Boon generates a number of large plants (or a number of square yards of a patch of smaller plants) equal to the successes achieved on the roll plus the Scion’s Legend. These plants take root (literally or fi guratively) with the same hardiness as if the Scion had used Green Thumb (Fertility •) on them all, with the added benefi t that the plants don’t have to be in an environment that is within their normal A L L • P U R P O S E P U R V I E W S
T H R E E — D I V I N E B O O N S 78 Speed 6 (reducing it to a minimum of 1). The player assigns the weapon’s traits as the character produces the weapon, and he can’t change them afterward. The character can create more than one weapon at a time from the same fi re, but only characters with Fire Immunity (Fire •) or some other means of handling fi re without getting hurt can actually use them. These weapons infl ict no harm on characters with Fire Immunity. If the character already has a melee weapon, he can instead expose it to a fi re at least as big as a candle fl ame and cause the fi re to wrap around the weapon and enhance it. Doing so allows his player to temporarily divide up a number of points equal to his Legend and use them to enhance a weapon’s Accuracy, Damage and Defense. He can likewise enhance a compatriot’s melee weapon, but only if that character has Fire Immunity or some other means of handling fi re without being harmed. Either way, the blazing weapons infl ict lethal damage and can set infl ammable materials (such as wood, gasoline or clothing) alight. The fl ame weapons or fl aming enhancements last for a single scene, after which point they disappear in a puff of smoke. Melee weapons augmented by this Boon suffer no ill effects from the fi re that enhances them. FLAME TRAVEL (FIRE •••••) Dice Pool: None Cost: 1 Legend The Scion can leap into any fi re he can get to and instantly emerge from either another fi re within his line of sight or one upon which he has used Bolster Fire (Fire ••) in the scene. The fi res he enters and exits must be at least as big around as he is. The Scion doesn’t actually touch either fi re through which he travels, so he doesn’t necessarily have to have Fire Immunity to use this Boon. He emerges right beside the fi re through which he exits, though, so heat and smoke are factors to consider. INFERNO (FIRE ••••• •) Dice Pool: Charisma + Craft Cost: 3 Legend With a shouted word, a Scion can cause an area in his line of sight to instantly burst into fl ame. The fl ame has the intensity of a bonfi re (see Scion: Hero, p. 184), and it covers an area with a radius in yards equal to the number of successes on the activation roll. The fl ames stand as high from a fl at surface as the Scion is tall. This fi re can burn without fuel for a number of minutes equal to the Scion’s Legend. When that time is up, the fl ames go out if they still don’t have any fuel. People who are within the area the Scion intends to set alight get a single chance to escape the affected area unharmed before the fi re starts. To do so, their players must get more successes on a (Dexterity + Athletics) roll than the Scion’s player got on the activation roll, and the character must be able to get out of the area in one action. The Scion can use this Boon as many times consecutively in the same scene as he has Legend to pay for it. Stacking fl ames in the overlapping section of two or more areas of effect has no additive effect on the intensity of the fi re. The area of effect can take any shape the Scion chooses, from a simple circle to an area that conforms to a room’s fl oor layout to a silhouette of a hand fl ipping someone the bird. The Scion cannot change the area of effect’s shape once the fi re is burning. DEVIL BODY (FIRE ••••• ••) Dice Pool: None Cost: 1 Willpower + 3 Legend Upon activating this Boon, the character’s body immediately becomes a human-shaped pillar of whitehot fl ame. His features are unrecognizable except in silhouette (if he has a distinctive silhouette), and his voice has the quality of a roaring bonfi re. In this form, the character’s merest touch can set things alight or burn fl esh. Touching the character infl icts a number of levels of lethal damage equal to his Legend. If the character physically attacks someone, the player adds that many extra levels of lethal damage to the results of his damage roll. The fl ames of the Scion’s body can even burn a fellow Scion who has Fire Immunity (Fire •) if that Scion’s Legend is lower, though the lesser Scion suffers automatic fi re damage equal to only the difference in their Legend ratings. The character’s semisolid form also absorbs an amount of damage equal to the character’s Legend from all physical attacks. While he’s in this form, the Scion can climb up or across any infl ammable surface—a set of hanging vines, a tapestry, a large monster’s dangling hair—as if he had the Spider Climber Knack (see p. 56) but without the Legend cost. Climbing on the surface automatically sets it on fi re, however. If the Scion does not already have Fire Immunity, he enjoys its effects while he’s in this form. Also, if he has Flame Travel (Fire •••••), he doesn’t have to jump into a present fl ame before emerging from another one—he counts as the entrance fl ame. Other characters with Flame Travel can use him as either the entrance or exit fl ame. Finally, a character can throw an unending supply of fi re projectiles at distant targets with successful (Dexterity + Thrown) rolls. These projectiles have Accuracy +0, Damage +10L and Range 10—though Epic Strength can change the latter dramatically. Scions with Fire Immunity are immune to these projectiles’ damage regardless of how their Legend compares to that of the character using Devil Body. The character remains in this form for one scene at maximum.
79 GUARDIAN Whether his motivations are noble or are rooted in vain selfi shness, the protection of a demigod with this Purview’s Boons is a force to be reckoned with. Associated With: Anubis, Baldur, Erzulie, Hachiman, Heimdall, Huitzilopochtli, Isis, Miclántecuhtli, Quetzalcoátl, Raiden, Set, Thor, Xipe Totec UNSEEN SHIELD (GUARDIAN ••••) Dice Pool: Stamina + Fortitude Cost: 2 Legend + 1 Willpower The Scion concentrates and projects an invisible, semi-spherical shield of pure force around herself and those she’s trying to protect. The base of this shield can be as big as 500 square feet in area (about 13 feet in radius) per dot of Legend the character has, though she can keep it smaller. Ghosts, spirits and physical beings of lesser Legend than the Scion cannot penetrate this shield. If such a being has an equal or higher Legend rating (and can bring a physical force to bear), it can attempt to batter the shield apart with physical attacks. The shield can take a number of health levels of damage equal to [the Scion’s (Legend x 5) + activation roll successes], and it has an all-purpose Hardness rating equal to the Scion’s Legend. Unless some enemy’s effort shatters it, the shield lasts for one scene. Once the Scion produces it, she can move around freely within. She can also adjust the shield’s size during the scene, though moving the boundary exerts a physical force that pushes people and objects in contact with it. COME RUNNING (GUARDIAN •••••) Dice Pool: None Cost: 3 Legend The Scion immediately rushes to the aid of anyone or anything on whom she has placed a Vigil Brand (Guardian •). When she gets a sensation that her branded charge is in danger (as determined by the Storyteller), she may spend three Legend points to disappear from her current location and instantly reappear in view of the brand she laid down. It helps to concentrate long enough for the player to make the (Perception + Empathy) roll to get an idea of what the danger is before she disappears, but it’s not necessary. Yet, while the character can use Vigil Brand to check up on a charge at any time, the Scion can use Come Running only when the charge in question is in imminent danger. CONFER KNACK (GUARDIAN ••••• •) Dice Pool: None Cost: 1 Willpower + 3 Legend The Scion can bestow on a mortal in her care any Epic Stamina Knack she possesses. To do so, the Scion must have the mortal ingest at least a trace amount of her ichor, which can be found in any of a Scion’s bodily fl uids. When the mortal has done so, the Scion blesses him, and her player spends the necessary points to confer the Knack. The mortal receives the attendant benefi ts and protection of the Knack for a number of days equal to the Scion’s Legend. The Scion must actually have the Knack she intends to bestow, and she does not lose the benefi ts of the Knack herself when she gives them to someone else. She can confer only one Knack on a given person at a time, and a mortal can have only one Knack conferred on him at a time. The Scion can confer as many single Knacks on as many different people as she can afford to, though. What she can’t do is confer a Knack that has a prerequisite Knack. The Scion can confer Knacks only on mortal human beings. Any conferred Knack that requires a Legendpoint expenditure requires a Willpower expenditure from a mortal instead. For Knacks that provide benefi ts based on the user’s Legend, assume that a mortal gifted thus has a Legend rating of at least 1. CONFER IMMUNITY (GUARDIAN ••••• ••) Dice Pool: None Cost: 1 Willpower dot Several Purviews grant as a fi rst-dot Boon an allout immunity to the element to which they pertain. With this Boon, a Scion who enjoys such protection from some such an element may grant it to a mortal of her choosing, whom she has already marked with Vigil Brand (Guardian •). To confer the immunity, she must fi rst have the recipient ingest a trace amount of her ichor, as with Confer Knack (Guardian ••••• •). Then the Scion’s player must sacrifi ce one dot of Willpower. (The player can buy it back later, but only after the end of the current story.) When that’s done, the Scion need only touch the Birthright relic through which she channels the immunity’s Purview to the Vigil Brand of the recipient. The Scion can confer only one immunity on a given mortal, and a mortal can have only one immunity conferred on him at a time. The mortal does not need a Birthright relic to enjoy his immunity, but the immunity is not permanent. It lasts only a number of years equal to the Scion’s Legend at the time she confers it. The specifi c one-dot Boons a Scion can confer on a mortal with this Boon include the following: Eye of the Storm (Chaos •), Night Eyes (Darkness •), Safely Interred (Earth •), Fire Immunity (Fire •), Sky’s Grace* (Sky •), Water Breathing (Water •). (* If a Scion confers Sky’s Grace on a mortal, only the aspect of it that allows a character to survive falls of G n t th rec A i t dWith G r A L L • P U R P O S E P U R V I E W S
T H R E E — D I V I N E B O O N S 80 any height actually applies to the mortal. This aspect alone requires no expenditure from the character—he simply drifts safely to the ground when he falls from a height greater than that of how high he can jump.) HEALTH Using this Purview, a demigod tends to the physical well-being of beasts, mortals or other Scions. He could even apply these Boons’ effects to titanspawn or other supernatural creatures, but he can never use these Boons on himself. Supernaturally resisting damage or healing himself falls under the auspice of his Epic Stamina. Associated With: Apollo, Artemis, Athena, Baron Samedi, Damballa, Freya, Freyr, Hera, Isis, Quetzalcoátl, Tlaloc, Xipe Totec CRADLESONG (HEALTH ••••) Dice Pool: Manipulation + Medicine Cost: 1 Legend (or 1 Legend + 1 Willpower) By singing or playing some sweet lullaby, the Scion makes a number of people equal to the successes on the activation roll drift quietly off to sleep. Characters of higher Legend than the singer are not affected. Those of equal Legend get to oppose the activation roll with a (Willpower + Integrity + Legend) roll. This soporifi c effect knocks out any living creature that can hear the Scion’s voice, for a number of hours equal to the Scion’s Legend. Victims with no Legend rating remain asleep the whole time, never waking up regardless of what’s going on around them. Characters with a Legend rating can be woken up by those who went unaffected, if the player of the character trying to rouse the sleeper makes more successes on an extended (Manipulation + Medicine) action to bring the sleeper around. (Such an action constitutes shaking the sleeping person, slapping his cheeks, pinching him, hollering at him or whatever else might wake him from a dead sleep.) Suffering a level of lethal or aggravated damage will also wake a sleeper with a Legend rating. If prospective victims are engaged in relatively normal behavior—working at their desks, walking on patrol, raking leaves—using this Boon costs only one Legend point. If the intended victims are engaged in combat or some other strenuous undertaking—such as playing at a sport or making love with wild abandon—the Boon costs one Legend and one Willpower. The Scion cannot activate this Boon if he is participating strenuously in some activity himself. He must devote each action, instead, to calmly singing the song. The activation of the Boon occurs in the character’s fi rst actual action (a Speed 5, DV -2 action), but the Scion may keep singing for as long as he likes if he has not yet affected a total number of people equal to his activation roll’s successes. Once the character has affected the maximum number of people, though, the player must roll again (and pay the activation costs) if he wants to put a larger number of people to sleep. The effect targets those closest to the Scion fi rst. CONTROL AGING (HEALTH •••••) Dice Pool: Stamina + Medicine Cost: Varies With a touch, the Scion can greatly slow down or accelerate a mortal’s aging. So doing, he can either devastate an enemy with the ravages of time or bless a friend with nigh-eternal life. The more Legend points spent to fuel this effect, the quicker or slower the affected target ages. For one Legend point, the person ages one week in one day. For three Legend points, the person ages one month in one day. For fi ve Legend points, the person ages one year in one day. For seven Legend points, the person ages one decade in one day. The number of successes the player gets on the roll determines the number of days the Scion is able to make the victim age at the accelerated rate. The Scion can use this Boon on the same person only once per story, and he must spend the chosen number of Legend points at the moment of activation. He can’t add Legend points in the middle of things to speed things up. The effects of accelerated aging are as follows: Acceleration Effect Week per day The character suffers a -2 fatigue penalty to all rolls. Month per day Previous effect, plus loses one dot from a Physical or Mental Attribute every week of real time. One dot returns per month of regular aging thereafter. Year per day Character suffers a -4 fatigue penalty on all rolls plus loses one Physical or Mental Attribute dot every week of real time. One dot returns per year of regular aging thereafter. Decade per day Character is bedridden until the effect wears off. He loses one Physical or Mental Attribute dot per day. Lost dots do not return. The Scion could, alternatively, slow a mortal’s aging considerably. The activation roll is the same. For one Legend point, the person ages the equivalent of one day in a month of real time. For three Legend points, the person ages the equivalent of one day in a year of real time. For fi ve Legend points, the person ages the equivalent of one day in a decade of real time. For seven Legend points, the person ages the equivalent of one day in a century of real time. The number of successes determines how many equivalent days the person ages (i.e., how many successive intervals of the longer periods of time he goes barely aging at all). Week per day The character suffers a -2 fatigue penalty to all rolls. Year per day Character suffers a -4 fatigue penalty on all rolls plus loses one Physical or Mental Attribute dot every week of real time. One dot returns per year of regular aging thereafter. H t b c to b h H
81 A Scion can use this Boon only on mortals and animals with no Legend rating. Once such a creature has been affected, only a Scion with an equal or greater Legend can counteract the effect before its duration is up. To do so, that Scion’s activation roll needs more successes than the roll of the one who fi rst used this Boon. The second Scion must also spend an equal number of Legend points. Doing so cannot reverse the effects of accelerated or decelerated aging—demigods cannot turn back time—but the victim returns to his normal aging pace. RESTORE/WITHER (HEALTH ••••• •) Dice Pool: None or (Intelligence + Medicine) Cost: 1 Legend The Scion can either heal the most terrible damage a patient suffers or infl ict awful damage that’s almost impossible to resist. The Scion need only touch his patient or victim and will that person’s body to react. If the Scion chooses to heal and his patient is mortal, he can instantly heal all of a patient’s bashing damage, heal three points of her lethal damage or heal one point of her aggravated damage. (This Boon can’t bring a patient back from the dead, though.) Alternatively, the Scion can restore one lost or damaged body part or internal organ to its full functionality without a scar. From restoring an amputated leg to replacing a punctured eye to re-infl ating a collapsed lung, the Scion can effect miraculous cures instantaneously. If the Scion chooses to harm a mortal patient, his touch infl icts a point of aggravated damage instead. If he chooses, he can target that point of aggravated damage in such a way that an affected limb or nonvital organ withers and disintegrates. The aggravated damage will heal in its normal time, but the missing body part stays gone thereafter. Mortals and lesser titanspawn cannot resist these effects. Their only chance to escape the damage (or the healing powers if they’re so inclined) is to keep the Scion from touching them. If the Scion wishes to infl ict this Boon’s effects on an unwilling titanspawn with an equal or greater Legend or on an unwilling fellow Scion, however, the Scion’s player must roll (Intelligence + Medicine) against the victim’s (Stamina + Fortitude). If the victim’s roll garners more successes, the Scion can infl ict only a single level of lethal damage or heal only a single level of bashing damage. If the Scion’s roll fails to get more successes, he can’t infl ict the withering effect at all. HOLY FONT/EPIDEMIC (HEALTH ••••• ••) Dice Pool: Stamina + Medicine Cost: 1 Legend or 1 Willpower This Boon has the same effects as the Heal/Infect (Health •••) Boon. With it, a Scion can either heal tttt ALL•PURPOSEPURVIEWS
T H R E E — D I V I N E B O O N S 82 or infl ict bashing damage or either downgrade lethal damage to bashing or vice versa. The amount he can heal is still dependent on the roll results and which sort of point is spent to power it. What changes is the fact that the Scion can affect a number of people equal to his (Legend x 3) with a single activation of the Boon. The number of times a single person can be affected by this Boon is still once per day, but the Scion can still use the power as many times in one day as he wants to (and can afford, of course). JUSTICE Demigod Scions who master these Boons become righteous judges or terrible avengers. They are the law; vengeance is theirs. Woe be unto each and every one who does wrong in such Scions’ sight. Associated With: Anubis, Athena, Geb, Horus, Osiris, Quetzalcoátl, Shango, Thoth, Tyr, Vidar, Zeus DREAM WRACK (JUSTICE ••••) Dice Pool: Intelligence + Empathy Cost: 1 Willpower The Scion gains the ability to plague a victim with torturous dreams of a recent crime and its aftermath. She stares into her target’s eyes for a single action then names the victim, names the crime and says something to the effect of, “Now see how you like it”—except more dramatically eloquent than that. When the perpetrator next sleeps, he dreams of the wrongdoing the Scion named and suffers through exactly what the victim of that crime suffered through, experiencing everything from the victim’s perspective. The Scion who uses this Boon must know the gist of the events of the crime as well as the crime’s aftermath, but she doesn’t have to know all the details. The victim of the Boon will fi ll in any details he knows, even if the Scion doesn’t know them, and his subconscious will color in the blank spots neither of them knows with information from his ugliest imaginings. When he wakes, the target’s Willpower pool is completely empty, and he can’t regain any Willpower points for a number of days equal to the Scion’s Legend. Each night, he dreams of the crime again, unable to wake and unable to escape. The Scion can use this power on anyone she wants, regardless of whether they actually have any connection to the crime. The only restriction is that the Scion must know who the victim is, she must know the basic circumstances of the crime, and she must have some understanding of the crime’s aftermath. Beyond that, she can affl ict anyone she chooses with the awful dreams. On the upside, the Scion cannot affect the same character with this Boon again until the duration of the fi rst effect wears off. What’s more, beings of greater Legend can contest this Boon’s activation roll with an (Willpower + Integrity + Legend) roll to ignore the effect altogether. SCARLET LETTER (JUSTICE •••••) Dice Pool: None Cost: 1 Willpower + 1 Legend When a Scion knows that a perpetrator is guilty of some wrongdoing—be it through the Judgment (Justice •) Boon, a judicious use of the Stench of Guilt and Blurt It Out Knacks or because she just has incontrovertible proof—she can make sure everyone else knows it too. She need only touch the exposed skin of the guilty party as her player spends the appropriate points. When she does, an arcane mark appears on the guilty person’s fl esh and will not wash off or fade away. No matter what the perpetrator does to his fl esh—scar it irrevocably, tattoo over it, get a skin graft—the mark always rises to the top and remains clearly visible. Thereafter, whenever the Scion who put it there spends a point of Legend and commands him to do so, the criminal must draw attention to the mark and tell anyone who can see him why it was placed there. The mark remains for a number of years equal to the Scion’s Legend. The only thing that will get rid of it before then is if the Scion spends another Willpower and Legend to make it disappear. If the crime is especially heinous, though—or if she’s a harsh bitch—the Scion can sacrifi ce a dot of Willpower instead of spending just a point along with her Legend point. Doing so makes the mark permanent, such that even she can’t remove it. SYMPATHY PAINS (JUSTICE ••••• •) Dice Pool: Wits + Command Cost: 1 Willpower + 1 Legend (+1 Legend per extra person) When the Scion is in the middle of a confrontation that she wants to see ended with as little bloodshed as possible, she calls out in a stentorian voice and does whatever she must to get everyone’s attention. Her player then rolls (Wits + Command) and spends a Willpower point. If the roll succeeds, the Scion ties together the physical health of as many people who are present as possible. That is, if one person in the group suffers any damage, everyone included in the effect suffers the same pain and damage. For the base cost, she can tie the health of two people together. She can include one extra person beyond that for every extra Legend point she spends at the same time. The effect lasts for a maximum number of days equal to the Scion’s Legend. This damage cuts through soak and armor and any defensive abilities a connected party might have. If the damage gets through all the defense and toughness of one person, it affects everyone equally. If one person in the affected group should die, everyone else in the group dies too, regardless of how many health levels they might have had left over. The Scion herself is the JU th ju th unt wrong in such Scions J u
83 only exception. Unless she is the victim whose death brings everyone else down with her, the effect ceases to apply to her if someone else in the circle dies. Other victims included in the effect have a chance to pull themselves out of the connection when another member dies as well. Doing so requires a successful (Stamina + Fortitude) roll at the moment the connected party dies. If that roll garners more successes than the Scion’s activation roll did, the successful party does not die. He simply collapses unconscious with only one health box left empty. PSYCHIC PRISON (JUSTICE ••••• ••) Dice Pool: Intelligence + Empathy Cost: 3 Legend The Scion stares into the victim’s eyes for one minute without interruption. If the victim’s player cannot get more successes on an opposing roll of the Scion’s (Intelligence + Empathy) versus the victim’s (Willpower + Integrity + Legend), the victim is rounded up by indistinct, faceless fi gures who drag him away and throw him into the cramped interior compartment of some sort of vehicle. The vehicle drives for a long time before it stops and the indistinct fi gures drag him out into the light. They throw him into a featureless gray cell with only a small slot in one wall through which they deliver food, and a grim-looking drain in the fl oor through which he must eliminate waste. This cell has one light source in the ceiling behind a translucent plastic panel that cannot be broken. There is no door. No one speaks to him. He sees no one. He hears no one except when voiceless fi gures approach to give him food. He can scream and thrash and bang his head against the walls, but nothing ever changes. Even if he has the Escape Artist Knack (see p. 56), he just winds up in another room exactly like the one he left. Things go on like this for a number of years equal to the Scion’s (Legend x 5). Then one day, a door that wasn’t there the day before opens. Light fl oods into the room, and the prisoner notices smells he hasn’t smelled since before he came to this awful place. He stands on shaking legs and stumbles into the light… …to fi nd himself staring in the eyes of the Scion who imprisoned him. He comes to his senses to fi nd that only minutes have actually passed—one minute per dot of his Scion captor’s Legend. Every maddening minute of the years and years he spent imprisoned remains fresh in his memory, but now he’s somehow got to get on with his life among all these other people after all that time alone. For every 10 mental years the character spent imprisoned, he loses one dot from his Charisma, his Manipulation or his Willpower (captor’s player’s choice). This degradation cannot reduce one of these traits to less than one dot. As the character loses dots in those two Attributes, though, the maximum available number of dots of their related Epic Attributes decreases as well. The character doesn’t lose the Epic Attribute dots too, but he can’t use them until he gets a high enough number of dots in the mundane Attributes back. (He can still use all of his Knacks freely, though.) Only the warden—i.e., the Scion who used this Boon— can set the victim free before his sentence is fully served. Every minute that goes by offers the Scion the opportunity to let her prisoner go free. No one can force her to decide in the prisoner’s favor, though. It’s entirely up to her. MOON The moon is ever changing, but constant also. It is serene, yet associated with unthinking madness. Its light is only a pale refl ection of the sun, but it can simultaneously darken the World and make men blind. Associated With: Artemis, Bastet, Horus, Kalfu, Tezcatlipoca, Thoth, Tsuki-yomi LUNACY (MOON ••••) Dice Pool: Manipulation + Presence Cost: 1 Legend per Virtue Extremity and per person The Scion captures the attention of a group of people and drives them temporarily mad. He must spend one Legend per person he wants to affect, up to a maximum number equal to his Legend. Affected victims suffer the Virtue Extremity from one of the Scion’s chosen Virtues (see Scion: Hero, p. 118). If the Scion spends one additional Legend point per person, each person suffers an additional Virtue Extremity. That is, if he wants to affect fi ve people with one Virtue Extremity, he must spend only fi ve Legend points. If he wants them to suffer two Virtue Extremities, he must spend 10 Legend points. If he wants to affect all fi ve people with the Virtue Extremity from all four of his Virtues, he must spend 20 Legend points. The Scion can choose how many of the present targets he wishes to affect, but he must affect them all with the same number of Virtue Extremities. Multiple infl icted Virtue Extremities occur in sequence rather than simultaneously, counting down from the period of longest duration to shortest. If a victim has an equal or greater number of Legend dots than the Scion, her player may roll (Willpower + Integrity + Legend) against the Scion’s activation roll. If the victim’s roll wins, she may opt out of one of the Virtue Extremities imposed on her per Legend point she is willing to spend. ECLIPSE HALO (MOON •••••) Dice Pool: Appearance + Presence Cost: 1 Legend The Scion spends a Legend point and causes a thin, glowing corona of fi re to appear in the air behind his head. This halo perfectly resembles the halo of sunfi re that is visible around the edges of the moon during a OO The ut co ssocia s light n, but the World and make men A i d Wi h A MO bu as Its sun the World and make A L L • P U R P O S E P U R V I E W S
T H R E E — D I V I N E B O O N S 84 total solar eclipse. The halo remains perpendicular to all witnesses’ lines of sight simultaneously. While the halo remains, anyone who looks directly at the Scion—even through sunglasses or other polarized fi lters—is temporarily blinded. Being blinded thus infl icts a -4 penalty to a victim’s dice pools and DVs for a number of successive actions equal to the Scion’s Legend. The Scion can use this Boon only once per scene, but the halo remains visible for a number of ticks (or seconds) equal to the activation roll’s successes. PHASE BODY (MOON ••••• •) Dice Pool: Dexterity + Stealth Cost: 5 Legend As with Phase Cloak (Moon •••), the Scion can turn his body away from everyone as the moon periodically turns its face away from the World. With this Boon, however, the Scion doesn’t render himself harder to see, he becomes that much harder to hit. The parts of his body that Phase Cloak would make invisible become intangible instead. A character can attempt to use this Boon only once per scene, and the effects last for the entire scene. The effects are as follows: Phase Diffi culty Effect Gibbous 2 Subtract two successes from enemy attack rolls after Step Three of attack resolution Half 4 Subtract four successes from enemy attack rolls after Step Three of attack resolution Crescent 6 Subtract six successes from enemy attack rolls after Step Three of attack resolution New 8 Subtract eight successes from enemy attack rolls after Step Three of attack resolution Full Botch Character grows slightly rounder at the edges, suffering a -2 DV penalty. A character can activate Phase Cloak and Phase Body during the same scene, but he must do so at the same time with the same activation roll. The combined effect costs six Legend points, and the diffi culties for each effect’s phase are added together. Achieving the gibbous phase of both effects simultaneously is a diffi culty 3 roll, for instance. Achieving the new moon phase is a diffi culty 12 roll. MOON CHARIOT (MOON ••••• ••) Dice Pool: Strength + Control (to drive) Cost: 1 Legend per 200 lbs. The character says a quick prayer under the night sky, praising the moon God or Goddess who granted him access to this Purview. In response, a silver chariot descends, pulled by two black horses with manes, hooves and eyes of pure moonlight. The chariot can carry and store comfortably up to 200 pounds of people or equipment per point of Legend the character spends (up to a maximum number equal to the Scion’s Legend rating). It moves at a maximum 500 miles per hour. It can fl y as high or low as the character commands, and it will wait patiently at any height for as long as the character commands it to. The chariot lasts until daybreak, after which it lands and immediately becomes intangible, returning to the Overworld whence it came. Taking control of the chariot is not easy. Doing so requires a successful (Strength + Control) roll at diffi culty 8. Failing this roll causes the horses to run wild at full speed, going wherever they please (up to the Storyteller) until the Scion can regain control. If the Scion’s player should botch this roll, the chariot not only goes out of control but crashes somewhere far away before returning to the Overworld. If the Scion who summoned the chariot fears such an occurrence, he can have one of the other, stronger passengers take the reins and try to drive. Successfully taking control of the chariot once in a night is enough to make the horses respond to standard-diffi culty (Strength + Control) rolls for the rest of the night. This Moon Chariot can be summoned only at night, and only once per night by the same Scion. PSYCHOPOMP No place in the World is inaccessible to demigods who practice this Purview—themselves often called by the Purview’s name. Psychopomps know the secret ways into the lands of the dead, and they can lead their fellow Scions into the mythic places that border the World. The only doors that remain locked to them are those that block the way into the Overworld itself. Only the Gods, the Titans and the mightiest of titanspawn can force those portals. Associated With: Baron Samedi, Hermes, Izanagi, Legba, Odin, Ptah, Quetzalcoátl, Susano-o, Tsuki-yomi COME ALONG (PSYCHOPOMP ••••) Dice Pool: None Cost: 1 Legend per person Most Psychopomp Boons that allow for supernatural travel apply only to the Scion who uses them. With this supplemental Boon, however, the Scion can bring other people or ghosts whose presence she’s aware of along with her when she uses those Boons as if those others both had and used the Boons in question themselves. Gibbous 2 Subtract two successes from enemy attack rolls after Step Three of attack resolution Crescent 6 Subtract six successes from enemy attack rolls after Step Three of attack resolution Full Botch Character grows slightly rounder at the edges, suffering a -2 DV penalty. PS p of Psy h P P
85 She need only spend one Legend per person she intends to bring along, and the person for whom she spends the point must follow the Scion willingly. While the effect lasts, each follower moves in whatever supernatural way the psychopomp does. Only the fi rst two Boons of the Psychopomp Purview (Unerring Orientation and Where Are You?) and this one cannot be conferred on others with this Boon. The others are all fair game unless otherwise noted. TERRA INCOGNITA (PSYCHOPOMP •••••) Dice Pool: Perception + Awareness Cost: None With a traveler’s sixth sense, the psychopomp can mystically feel her way to the nearest terra incognita, Touchstone or other strange place to her location. If she’s standing in the ruins of the Minoan palace at Knossus, she can feel the way to the entrance to the True Labyrinth. If she’s on an icebreaker headed toward Antarctica, she can feel the path to the gates of Atlantis. If her journey is carrying her toward the threshold of any of the many mythic realms connected to the World and the character puts her mind to fi nding that threshold, she can fi nd it with this Boon. (Any mythic realm from Chapter Four is fair game, as are any such realms the Storyteller might create.) When the character arrives, she gets a sense of what she has to do to enter (if some special requirement must be met). If she has to make a sacrifi ce to some hidden guardian, she understands that a sacrifi ce must be made. If she has to answer some riddle to gain admittance, she gets a sense to that effect. This Boon won’t tell her the specifi cs required for entry—it won’t give her the riddle’s answer, for instance—but it will give her enough information to put her search on the right track. In addition, this Boon will help a character fi nd the center of a Touchstone when she’s in its vicinity. It can also point the way to the entrance to any mythic realm she’s already visited, regardless of where she is in relation to it. If she’s never been to the mythic realm in question but she’s actively searching for it, this Boon specifi cally directs her once he gets within one mile of the entrance per dot of Legend she has. If the character is in the vicinity of and looking for some gateway to the Overworld or the Underworld, this Boon can also help in locating such a place. Unfortunately, every gateway to the Overworld is impermeably blocked off to mortals, to most titanspawn, and to Scions who are not themselves Gods. As for the Underworld, most such gateways are also blocked, though not by doors or barred gates. What blocks off those Passages is rubble thrown up as if by great explosions or tectonic upheavals. This debris was strewn about by the Titans’ escape from their ancient prisons, and most of it is thick with confused titanspawn and lost ghosts who don’t realize how much time has passed since they died. Yet not every Passage into the Underworld is blocked off, so if a Scion’s Band dares the dangers that lie beyond the World, great adventures and unimaginable rewards await. A L L • P U R P O S E P U R V I E W S
T H R E E — D I V I N E B O O N S 86 MARATHON SPRINTER (PSYCHOPOMP ••••• •) Dice Pool: None Cost: 1 Legend + 1 Willpower The Psychopomp’s Dash rate increases dramatically when the character does nothing but run. The player spends a point of Legend and Willpower, and the character starts running. For as long as she keeps going, her Dash increases by a factor of fi ve after any bonuses or additions from Epic Dexterity or the like. The character can run across calm water like a skipping stone or traverse loose snow or deep mud without sinking into it. When she gets to where she’s going, the character can simply stop on a dime, defying inertia. Running through unfamiliar territory at such an insane speed can be… tricky to say the least. Navigating between such obstacles as trees or buildings or crowds of people requires a successful (Wits + Athletics) roll with a diffi culty equal to the character’s (Epic Dexterity + 1). Failure on the roll doesn’t send the character crashing into anything, it just means she’s stymied by obstacles and has to stop running. (It’s up to the Storyteller where this occurs.) If this roll should botch, however, the character can’t quite stop in time. She crashes into some obstacle hard enough to infl ict one automatic level of bashing damage per dot of Legend she has. (The same goes for anyone following the Scion via Come Along.) If the player wants, the character can use this Boon to zip around in one location at high speed. That’s fi ne, but the character can do nothing else but dash while this Boon is active. If she wants to take any other action, she has to stop running fi rst. RAINBOW BRIDGE (PSYCHOPOMP ••••• ••) Dice Pool: Intelligence + Awareness Cost: 1 Legend per 200 miles The psychopomp can magically teleport almost anywhere from wherever she is. The only limitation is that this Boon does not allow travel across the borders that separate otherworldly realms from each other or from the World. She can cover an amount of distance equal to 200 miles per point of Legend she spends upon activating the Boon. When she activates the Boon, a multicolored aurora similar to the Northern Lights twists outward and around her before it and she both disappear with a faint pop. Five seconds later, the same thing happens in reverse in the place the character wants to go (be it inside or outside). The character need only be able to see her destination from her current position or work out the general area’s latitude and longitude, which is much easier the more detailed a map she has. (The more detailed the map is, the more bonus dice it can offer to the activation roll, at the Storyteller’s discretion.) Fate makes sure the traveler doesn’t drop down into some immediately harmful circumstance, such as a pool of lava or sticking halfway through a wall, but not landing in immediate danger does not mean the character automatically lands in a safe place. (It is from the effect’s rainbow aurora that the Boon takes its name. Bifröst, the actual bridge that leads to Asgard, is still blocked to demigod, hero and mortal traffi c.) SKY Proud and powerful are those demigods who can juggle lightning while being borne aloft by black clouds and skirling winds. All the blue sky is their canvas and their playground. Associated With: Frigg, Horus, Izanagi, Quetzalcoátl, Raiden, Set, Shango, Susano-o, Thor, Tlaloc, Zeus WIND GRAPPLE (SKY ••••) Dice Pool: Wits + Brawl Cost: 1 Legend per action By directing freak gusts of wind and the airborne detritus that collects in them, the Scion can wrestle with opponents without even touching them. Doing so requires one Legend point per action, and the Scion’s player rolls (Wits + Brawl) to direct the winds. This roll functions just as the normal roll for a clinch attack, contested against the defender’s efforts as normal. If his attack succeeds, the Scion may do with his victim as any successful grappler can do with a subdued victim, from pinning him to crushing him to throwing him. The attacker cannot apply any bonus dice or Knacks from his Epic Strength in these grappling maneuvers. If the victim turns the tables on his attacker (by achieving more successes on the contested roll), he frees himself but does not gain control of the grapple. Also, if the attacker does nothing else in his action, he may simultaneously grapple a number of opponents in this way equal to his Legend. His player makes only one attack roll, against which all opponents must contend. CLOUD SCULPTOR (SKY •••••) Dice Pool: Dexterity + Art Cost: 1 Legend The Scion with this Boon is an artist with all of the sky as his canvas. If he can see clouds in the sky from his current vantage, he can shape and sculpt them with the motions of his hands. Many such artists prefer to sculpt clouds while looking through a window, as the glass pane gives them something solid to bear down on and trace out their sky designs. The Scion can’t add or erase clouds, but he can stretch thick clouds thin or compress many wispy clouds into one large, billowy mass. Also, if a stiff wind picks up at a high altitude, the artist can make a circle with his fi ngers and block off that section of the sky to keep his masterpiece from being torn apart. He can’t keep out anything but wind, however. If two Scions are dabbling in the same part of the sky, their efforts call for contested (Dexterity + Art) rolls. KY Pro emigo while ouds a is thei Associated With: Frigg, H Raiden, Set, Shango, Susan is still blocked to demi SK de w clo sky i A i d Wi h F
87 LEVIN FURY (SKY ••••• •) Dice Pool: Wits + Marksmanship Cost: 3 Legend per attack This Boon calls upon the power of lightning, either from the sky or from the Scion himself. To use it, the Scion raises a hand heavenward or points his Birthright weapon at his intended foe. At his behest, lightning either lances down from the sky or launches from the weapon itself to smite the victim. Each such bolt infl icts 15 dice of lethal damage plus extra successes on the Marksmanship roll. An attack that infl icts damage also infl icts knockdown or knockback automatically. The Scion can even strike multiple targets with bolts of lightning if he’s willing to pay three Legend per each targeted victim. Each victim so targeted must be within the Scion’s line of sight, and the Scion’s player makes a single (Wits + Marksmanship) roll against which all victims must contest. The Scion can simultaneously create and aim a number of bolts equal to his Legend—and he can target as many (or as few) targets as he pleases. If the Scion targets another Scion who also has this Boon, the target can attempt to use this Boon to parry the lightning bolt(s). Doing so requires spending three points of Legend, as if the target had activated the Boon herself. If her Parry DV negates all of the original attack roll’s successes (per a regular parry attempt), the bolt effectively becomes hers to control. On her next action, she can either allow it to dissipate harmlessly, or she can redirect it with a (Wits + Marksmanship) roll of her own. She need not spend another three points of Legend to attack with it, as she already spent the requisite three points. If she splits the bolt apart to attack multiple characters, however, she must pay the additional Legend points required for each additional character. TORNADO TAMER (SKY ••••• ••) Dice Pool: Wits + Control Cost: 4 Legend per dot of Epic Strength (max ••••) The Scion has a pet tornado. He captures it and puts it away when he doesn’t need it; he lets it out when he does need it. When he sets it loose, it swirls and howls in front of him, ready to obey his every command—yet eager to run wild if he should lose control. The tornado is one yard in radius at the top per dot of Legend the character has, and it’s very strong. It has up to four dots of Epic Strength, for each of which the character must feed the tornado four points of Legend when he sets it loose. It applies this Epic Strength to determine how much of the scenery it can lift around itself and how far it can throw what it picks up. The dots also fi ll a dice pool that allows the tornado to grab up a victim and potentially batter him silly at the Scion’s command. Directing the tornado requires a (Wits + Control) roll for every action. If the player fails, the tornado spins in place, juggling the loose objects it has picked up thus far. If the player botches, the tornado runs giddily out of control, doing as it wills until the player rolls a successful Control roll again to re-tame and capture the rogue twister. If the Scion wills, the tornado can lift him (but no one else) and carry him around. The tornado can move up to 100 miles per hour, and few obstacles can stand A L L • P U R P O S E P U R V I E W S
T H R E E — D I V I N E B O O N S 88 in its way for long. Its swirling winds and loose debris even offer an Armor value (including bashing, lethal and aggravated damage, as well as all-purpose Hardness) equal to the Scion’s Legend. He can’t make attacks from within the howling vortex, but that’s okay. The tornado can make attacks for him. The tornado lasts for one scene before it gets tired and the Scion has to put it away again. SUN Demigod Scions who practice this Purview all strive to become every bit as perfect and radiant and beautiful as the celestial body whence their power derives. Associated With: Amaterasu, Apollo, Atum-Re, Baldur, Bastet, Freyr, Heimdall, Horus, Huitzilopochtli, Legba, Tezcatlipoca FLARE MISSILE (SUN ••••) Dice Pool: None Cost: 1 Legend per missile At high noon or darkest midnight, the Scion can fi re projectiles of solid sunlight at her enemies. As long as she has a weapon such as a bow, a fi rearm, a sling or even an atlatl, her player can spend a point of Legend to create glowing ammunition for it out of pure sunlight. Using this Boon adds a number of levels of damage equal to the character’s Legend to the damage roll’s results before soak. Attacks made using this Boon always infl ict lethal damage— unless the target has a special susceptibility to sunlight—and always have the Piercing quality (see Scion: Hero, p. 203). BURN (SUN •••••) Dice Pool: None Cost: 1 Willpower + 1 Legend The Scion’s skin changes from its normal hue to a deeper brown to an angry red and becomes hot to the touch. This heat can’t ignite infl ammable objects, but it’s enough to burn others’ unprotected fl esh. Anyone who touches the Scion’s body with exposed fl esh or with skin covered only by a layer or two of clothing suffers a number of dice of lethal damage equal to the Scion’s Legend. (This damage comes in addition to any damage the Scion might infl ict in a clinch or other unarmed attack.) The character’s skin radiates this heat for one scene. Victims’ skin damaged by this heat reddens and blisters as if from a painful sunburn. The heat from the Scion’s body is not that of a fi re, so Fire Immunity (Fire •) does not automatically protect against it. SOLAR PROMINENCE (SUN ••••• •) Dice Pool: Appearance + Presence Cost: 3 Legend The Scion concentrates for one action (Speed 5) as pairs of black sunspots swirl across her body. When the effect occurs, a broad band of sunfi re arcs off her and dissipates slowly in the air. This arc, this solar prominence in miniature, disrupts all television, radio, cell phone, wi-fi , walkie-talkie, CB and satellite signals in the air around her for a number of yards equal to the player’s successes on the roll. This disruption lasts for fi ve seconds per dot of Legend the character has, and the area of effect moves with her. SUN CHARIOT (SUN ••••• ••) Dice Pool: Strength + Control (to drive) Cost: 1 Legend per 200 lbs. This Boon is almost exactly the same as Moon Chariot (Moon ••••• ••) on p. 84. The only differences are that the chariot can be summoned only during the day, the chariot itself is made of gold, and the horses are bright white with manes, hooves and eyes of sunlight. The chariot lasts until sundown, after which it lands and immediately becomes intangible, returning to the Overworld whence it came. WAR When the time comes for all Scions to join their divine parents on the battlefi elds of the Overworld, it is the Scions who best understand this Purview who will lead the way. Associated With: Ares, Athena, Erzulie, Freya, Freyr, Hachiman, Huitzilopochtli, Odin, Ogoun, Set, Tezcatlipoca, Tyr BATTLE MAP (WAR ••••) Dice Pool: Perception + Survival Cost: 1 Legend This Boon creates for the Scion a virtual, threedimensional contour map of a battlefi eld, complete with terrain features and troop movements. This map can take up an area no larger than four square yards, and it can show only an area that the Scion has scouted personally or has had scouted within 24 hours. The map shows an overhead view of the area with a resolution equal to the Scion’s own visual acuity. It symbolically indicates the Scion’s troops and equipment, the enemy’s troops and equipment, and any uninvolved civilians (based on the Scion’s own distinction) in different colors. As those forces move through the area the map represents, the symbols move accordingly. The projection lasts for one scene. MORALE FAILURE (WAR •••••) Dice Pool: Manipulation + Presence Cost: 1 Legend per 5 troops The Scion can shake an enemy’s leadership and seed an outbreak of cowardice among the men. When he makes himself visible to an opposing force’s leader, his player rolls (Manipulation + Presence) against the enemy leader’s player’s roll of (Willpower + Integrity + Legend). If the Scion’s player wins, he may spend one Legend point per every fi ve of the enemy’s troops he wishes to affect. Troops affected thus through their leader will not, under any circumstances, attack any force led by W S o t UN Dem his Pu very b eautifu ir pow Associated With: Am Baldur, Bastet, Freyr, Heim and the Scion has to SU th ev be the Associated With
89 the Scion who used this Boon. This reluctance lasts for one week per dot of Legend the Scion has. An opposing Scion can use Blessing of Bravery (War •) to cancel this effect, but only if he has more dots of Legend and gets more successes on the activation roll. A Scion can use Morale Failure to override an extant Blessing of Bravery effect (regardless of relative Legend ratings) if his player’s activation roll gets more successes than the lower-rated Boon’s roll did. ARMY OF ONE (WAR ••••• •) Dice Pool: Stamina + Command Cost: 2 Legend per duplicate The Scion can multiply himself into a tightly coordinated unit of duplicate versions of himself. He gets one duplicate per two Legend points he spends, up to a maximum number of duplicates equal to his Legend rating. Each duplicate is the Scion himself, with all the same Attributes, Abilities and Epic Attributes. The Scion can use no Boons or Knacks while he’s divided thus, but any extant effects for Boons or Knacks he used before then remain active for each duplicate. Also, he has only one Legend pool to share among the duplicates. Followers and Creature Birthrights do not multiply among the duplicates, but each duplicate has the character’s relics. Yet at the end of the effect, only one Scion and one complete set of relics remains. For the most part, each duplicate the Scion controls must perform roughly the same action—all of them acting based on the Scion’s player’s Join Battle roll. They arrange themselves minimally so as not to get in each other’s way, such as encircling an opponent in order to attack simultaneously, but they must either perform the same action, using the same dice pool, as their counterparts or take cover, performing no action. (They can perform the same action against different targets, though.) The Scion can make one group of duplicates perform a different action from what the rest are doing. He must split his action as per a standard multiple action, though, with the concomitant dice pool penalties. When the duplicates are performing the same action in combat against the same target, they are automatically assumed to be performing a coordinated assault (see Scion: Hero, p. 190). The effect lasts for one scene. At the end of that scene, the Scion (also, the player) decides which of the surviving duplicates is the original. The rest dissolve into nothingness, along with any blood they spilled or relics they dropped. COLOSSUS ARMOR (WAR ••••• ••) Dice Pool: None Cost: 1 Willpower + 10 Legend ALL•PURPOSEPURVIEWS
T H R E E — D I V I N E B O O N S 90 The Scion leaps into the air as liquid bands of brass and steel materialize in the air around him. These bands enwrap the Scion’s body and take the shape of a 15-foot-tall warrior of a classical culture associated with the Scion’s divine parent—an enormous metal samurai, for instance. This giant warrior is unarmed by default, but the Scion can equip it with an appropriately sized version of some melee weapon in the character’s possession for another two points of Legend. (The choice doesn’t change the damage he can infl ict, but it allows him to use Melee instead of Brawl in combat.) While he’s wearing the Colossus Armor, the Scion adds 15 dots to his Strength before taking his Epic Strength into account. The armor also has an allpurpose soak of 20 and a Hardness of 10. If damage infl icted by enemies’ attacks surmounts that Hardness and soak, whatever’s left over is then compared to the character’s soak (and any independent Hardness rating he might have). The colossus moves with the character’s own Dexterity and Abilities, but it weighs 1,000 pounds. Its attacks can infl ict either bashing or lethal damage as the character wishes. The character can wear his Colossus Armor for one scene, after which its metal body evaporates, lowering the character to the ground once again. WATER Humanity views the World’s vast oceans, swift rivers and fathomless lakes with as much wonder as fear; as much respect as distrust. So too do other Scions view the rare demigods who wield this Purview’s power. Associated With: Poseidon, Quetzalcoátl, Sobek, Susano-o CREATE WATER (WATER ••••) Dice Pool: Stamina + Craft Cost: 2 Legend per quantity The Scion extends her hands and water pours forth from her open palms. For every two Legend points spent, she can create a quantity of gallons equal to the successes on the activation roll. This water can be either salt or fresh water, though one activation roll can create only one or the other. The water comes from the Scion’s hands at room temperature, about as fast as it comes out of a normal faucet on full blast—at a rate of roughly two gallons per minute. DESICCATE (WATER •••••) Dice Pool: Strength + Medicine Cost: 1 Legend + 1 Willpower When she touches an opponent’s bare skin, the Scion can suck the water right out of that opponent’s body. This attack infl icts an amount of lethal damage equal to successes on the activation roll, minus the opponent’s lethal soak. WATER MASTERY (WATER ••••• •) Dice Pool: Dexterity + Craft Cost: 5 Legend Similar to Water Control (Water ••), the Scion can mentally manipulate liquid water however she desires. Her command of it is now such, however, that she can exert her full Strength and even Epic Strength through the water on some object, just as if she were affecting that object with her physical body. She can also stiffen water’s surface such that not only she, but other people who fi t onto the affected area can all walk on it. Finally, she can manipulate more of it than she could with Water Control—up to 10 cubic yards of water (roughly 2,000 gallons) per dot of Legend she has. WATER VORTEX (WATER ••••• ••) Dice Pool: Wits + Control Cost: 4 Legend per dot of Epic Strength (max ••••) This Boon works just as Tornado Tamer (Sky ••••• ••) does, with a few key exceptions. First, the vortex must be generated from a suffi cient quantity of liquid water. Second, the spinning funnel can be either a standing waterspout or a sunken whirlpool—and it can change at the Scion’s discretion. Either type of funnel can move freely in or on open water. A waterspout can leap out of the water and move around on land like an air-born tornado, but only for a number of actions equal to the Scion’s Legend. If it’s not back over water in that time, it unravels, throwing water in every direction as the effect comes to an end. WA oc lak fea So to demigods who wield th W So
91 While using Rada’s Eyes, the Scion need only spend an additional point of Legend in order to listen in on the host’s thoughts. WAKING ZOMBIE (CHEVAL •••••) Dice Pool: Manipulation + Cheval Cost: 1 Willpower When the Scion has a mortal victim completely under her control, she can temporarily pull the victim’s spirit out of his body and boss the body around as her mindless slave. The Scion must somehow incapacitate the victim—by tying him up, drugging him, beating him unconscious or whatever—then cover the victim’s mouth with her own and take a long, deep breath. The victim’s player then rolls (Willpower + Integrity + Legend) against the activation roll. If the activation roll wins, the Scion sucks out the victim’s spirit and swallows it down into the darkness within her. Once that happens, the victim maintains a dreamlike semi-awareness of what the Scion is doing, just as a victim of Horse (Cheval •••) does, but he can’t take any actions or exert his own will in any way. When the spirit is out, the body wakes back up, and the Scion may talk to it in its own voice and give it commands that it must follow. The empty body tries its hardest to do anything the Scion tells it to do, using all of its original Attributes except Charisma, Manipulation, Intelligence or Wits. The body can’t speak, and all of its Abilities but its Athletics, Brawl and Fortitude are off limits. The spirit remains trapped within the Scion for a number of hours equal to the threshold successes on the activation roll. While the body is empty of spirit, Scions of higher Legend than the one who used Waking Zombie on it can attempt to take control of it with other Cheval Boons. To do so, though, they must vie against the Scion’s player’s resistance rolls, rather than those of the victim himself. MET TET (CHEVAL ••••• •) Dice Pool: Intelligence + Control Cost: 1 Willpower + 3 Legend This Boon is very similar to Horse (Cheval •••), in that it lets a Scion take total control of a mortal victim’s body for a limited time, manipulating it as if it were her own. As with Horse, the Scion must be using Rada’s Eyes (Cheval •) on the victim fi rst in order to use this Boon. Having done so, the Scion’s player makes the activation roll for this Boon (contested as per Horse) and spends the requisite Willpower and Legend. If this roll succeeds, the Scion’s body becomes entirely incorporeal and steps into the body of her victim like a ghost taking possession of it. Having done so, the Scion can either assert control as per Horse or simply continue to ride around within the unaware victim sharing his sensations. Either way, she can remain inside the victim’s body for a number of Using these Boons never requires Birthright relics, but no Scion can purchase or use those pantheon-specifi c Purviews that come from pantheons to which his divine parent does not belong. Scions must buy each Boon in sequence, but they don’t have to buy them separately. The Scion’s player pays the experience for the next dot in the progression to receive the next individual power or increase in power. ARETE The Arete Purview of the Greek Gods adds bonus dice to a given roll, based on given Abilities rather than Attributes. Cashing in two bonus dice from an Arete also allows for a potential reroll if the roll should somehow fail. At the demigod level, the only thing that changes is the number of bonus dice available and the number of rerolls for which those bonus dice can be cashed in. The available benefi ts are as follows: Arete Dots Bonus Dice Potential Rerolls •••• 7 3 ••••• 11 5 ••••• • 16 8 ••••• •• 22 11 Bear in mind that the listed numbers of bonus dice represent the total bonus dice available. If the character has fi ve dots of Arete in an Ability and his player buys a sixth dot, he gains fi ve more bonus dice, not 16 more. For the original write-up of the Arete Purview, see page 149 of Scion: Hero. CHEVAL A demigod of the Loa uses these Boons to assume the role of “met tet” or head spirit in a person’s life. She can use such powers to guide and instruct those under her care, or she can abuse them as she sees fi t. MIND-RIDING (CHEVAL ••••) Dice Pool: None Cost: 1 Legend While the Scion is using Rada’s Eyes (Cheval •) to experience someone else’s senses, she can’t normally pick up on that person’s reactions to the things he’s sensing. With Mind-Riding, however, the Scion can listen in on the thoughts of the person whose senses she’s riding. These thoughts whisper in the rider’s mind, and the mental images they conjure play behind the rider’s eyes. Yet, while the rider has access to her victim’s conscious thoughts, she garners only what context those thoughts provide. She can’t snoop around in the victim’s memory to make sense of an enigmatic reaction. A T G r ra wo allow h ld h f il A tw all C B o c i c C PANTHEON–SPECIFIC PURVIEWS P A N T H E O N • S P E C I F I C P U R V I E W S
T H R E E — D I V I N E B O O N S 92 days equal to her Legend. When that time is up, or if the Scion ends the effect early, she rides the victim’s breath back out of his body and materializes before him. Damage infl icted on the victim while the Scion is riding inside does not harm the Scion, but it can force her out prematurely. If the victim suffers a single level of aggravated damage or more levels of lethal damage from one attack than the Scion has dots of Stamina, the Scion is forcibly expelled from the victim’s body. TEAM (CHEVAL ••••• ••) Dice Pool: Intelligence + Control Cost: 1 Willpower + 5 Legend The Scion can now use Horse (Cheval •••) on multiple mortal victims simultaneously. The Scion need not be using Rada’s Eyes (Cheval •) fi rst in order to use this Boon, but all of the victims must be in the Scion’s line of sight when she activates it. The player makes one activation roll and compares the results to the (Willpower + Integrity + Legend) rolls of all the victims. Any victim her roll beats becomes a spirit horse for her, up to a maximum number equal to her Legend. She can maintain this multiple possession for one scene, and her real body slumps insensate as per Horse. For the most part, each body the Scion controls must perform roughly the same action—all of them acting based on the Scion’s player’s Join Battle roll. They must also be within line of sight of at least one other of their number. They arrange themselves minimally so as not to get in each other’s way, such as lining up single fi le to walk through a tight space, but they must either perform the same action, using the same dice pool, as their counterparts or perform no action. (They can perform the same action against different targets, though.) The Scion can make one team of horses perform a different action from what the rest are doing. She must split her action as per a standard multiple action, though, with the concomitant dice pool penalties. When the horses are performing the same action in combat against the same target, they are automatically assumed to be performing a coordinated assault (see Scion: Hero, p. 190). When the Scion speaks through her various horses, different parts of what she’s saying come randomly from the different bodies’ mouths. Damage infl icted on the bodies in combat has no effect on the Scion until only one horse remains. At that point, damage is applied to the Scion as per Horse. HEKU According to ancient Egyptian belief, the human soul consists of the ren (name), sekem (energy), ba (soul/personality), ka (corporeal life-force), akh (postmortem union of ba and ka), khaibit (shadow) and sekhu (the body’s physical remains). The more a demigod understands this Purview, the more profoundly he can affect his chosen target. INFLUENCE BA (HEKU ••••) Dice Pool: Manipulation + Presence Cost: 1 Willpower By capturing a person’s undivided attention and staring in her eyes, the Scion can overwrite a portion of her personality. To do so, the player pits his activation roll against the victim’s player’s (Willpower + Integrity + Legend) roll. If the victim is a mortal, the Scion chooses one of his own Virtues and imposes on that person an equal rating in the same Virtue. (See the “Imposed Virtues” sidebar on p. 97.) The Virtue lasts for a number of days equal to the unanswered successes on the Scion’s activation roll. If the victim is a Scion, the Boon has a limited effect. Instead of imposing a Virtue on his victim, the user instead infl icts the Virtue Extremity of one of his own Virtues on the victim. This condition lasts for a number of hours equal to the Boon user’s threshold successes on the activation roll. In either case, the Scion who uses this Boon must be able to capture his victim’s attention and stare into her eyes for a number of minutes equal to his rating in the Virtue he’s chosen to impose. This Boon does not affect titanspawn or non-sentient beings such as animals or constructs. HEART SCARAB (HEKU •••••) Dice Pool: Dexterity + Craft Cost: 1 Legend In a workshop in his spare time, the Scion crafts small scarabs out of imperishable materials such as steel, desert glass, precious metals, gems or what have you. Creating a scarab that will suffi ce for the purposes of this Boon requires a successful (Dexterity + Craft) roll of diffi culty 5. Having done so, he may then place the scarab on the chest of a dead body and spend a point of Legend. When he does so, the scarab sinks into the corpse’s fl esh and wraps its legs around the breastbone. From that point on, the corpse will be perfectly preserved in its current condition, free from the ravages of time and decay. Activating a heart scarab also sends the corpse’s ghost directly back to the underworld whence it came, whether that ghost is lingering elsewhere in the World or is stuck in the body (per the description of a hungry corpse in Scion: Hero on p. 294). The ghost can return to the World thereafter, if it has the means. If a necromancer should raise a body that has a heart scarab attached to it as an undead servitor (such as a zombie or a mummy), the heart scarab doubles the body’s Stamina for the purposes of determining soak. The scarab itself has a soak of 5L/5B and Hardness 5, as well as fi ve health levels. The object must be completely destroyed in order to render it ineffective, and targeting it imposes a -5 penalty to the attack roll. Simply tearing NFLUENCE BA (HEKU ••••) Dice Pool: Manipulation+ Presence Cost: 1 Willpower By capturing a person’sundividedattention and taring in her eyes, the Scion can overwrite a portion o her personality. To do so, the playerpits his activation roll against the victim’splayer’s (Willpower + Integrity + Legend) roll. If the victim is a mortal, the Scion choose one of his own Virtues and imposes on that person an equal rating in the same Virtue.(See the “Imposed Virtues” sidebar onp. 97.) The Virtue lasts for a numbe of days equal to the unanswered successes on the Scion’ activation roll. If the victim is a Scion, theBoon has a limited effect t d f i i Vi t hi i ti th E Ac elie the (s li HE A be t
93 a heart scarab loose requires a contested Strength roll against the scarab’s effective Strength 5. KHAIBIT TRAP (HEKU ••••• •) Dice Pool: Intelligence + Occult Cost: 1 Willpower to create, 1 Legend to activate The Scion strikes a wall, fl oor, ceiling or sturdy object with his palm and speaks the name of his divine parent. When he does so, a cartouche seal bearing the hieroglyphic characters that represent his divine parent appears on the surface. This seal has an area in square inches equal to the successes acquired on the activation roll. (You can assume the seal is a rectangle to make determining its size easier.) Unless the surface that the seal covers is physically broken, the seal remains in place for a number of months equal to the Scion’s Legend. After that, it fades out as if it were never there. While the seal is within his line of sight, the Scion who created it may spend a point of Legend to activate it, after which it remains active for a number of hours equal to his Legend. During that period, the shadow of any sentient being that overlaps the area of the seal becomes trapped within the seal. When the sentient being to whom the shadow belongs reaches her shadow’s limit—based on the relative position of the ambient light sources—she can’t move any farther. It’s as if her shadow were a cape and the seal is a hook on which that cape is snagged. An activated seal can trap as many sentient beings as are careless enough to let their shadows cross it. When a victim’s shadow has been trapped, she can see the outline of the seal glowing faintly gold, though no one who isn’t trapped can see the glow. If a trapped victim wants to be free, there are four ways to become so. First, she can simply wait around for the duration of the activation to wear off. Second, the Scion who laid the trap can deactivate it. Third, the victim can try to damage the seal’s surface to disrupt the trap. Fourth, she can just haul herself away from the seal hard enough to literally tear her shadow loose of it. The latter two options both present problems, however. To damage the seal and disrupt the trap, the character must infl ict a number of levels of damage on the surface equal to the Legend of the Scion who laid the trap or enough to simply destroy the surface (whichever is lower). Unfortunately, damage infl icted on the seal is likewise infl icted as an equal number of levels of unsoakable bashing damage on everyone trapped by that seal. Simply tearing oneself free is potentially even more dangerous. Doing so requires a (Strength + Athletics) roll that yields as many successes as the Scion who laid the trap achieved on the roll to create it. If she is strong enough to get free, the character literally tears a section of her shadow off, which makes an awful sound in her head that she’ll remember until her dying day. She is dazed and Inactive for a number of ticks equal to the Legend of the Scion who set the trap, and worse yet, the torn-off part of her shadow remains stuck in the trap. That alone causes the Scion no especial distress, but if damage should befall the surface the seal covers, that damage is still transmitted to the Scion as unsoakable bashing damage. (Using Shadow Craft [see p. 72], a Scion can cut a trapped section of his shadow off and free himself, but doing so affects him the same way physically tearing himself loose would.) AWAKENING THE AKH (HEKU ••••• ••) Dice Pool: Charisma + Occult Cost: 5 Legend + 1 Willpower Normally, a person’s ba and ka remain separate until that person’s death. When he dies, his ba and ka unite into a luminous hybrid being of pure energy called the akh. A Scion with this Boon, however, can blend his ba and ka at will, awakening his akh and separating it from his physical body while he yet lives. When he does so, a ghostly golden form rises from within him while his body slumps insensate to the ground. The shining form looks like the character minus his clothing or equipment, except that lambent energy dances across his skin and iridescent wings like those of a beetle fl icker around his shoulders and behind his back. These wings enable him to fl y at his normal Move rate. In this form, the character is intangible but remains visible to physical creatures. He remains visible to ghosts and spirits as well, but he can now see them and interact with them physically. He can use none of his Physical Epic Attributes in this form, nor can he use any Boons except those of the Heku Purview. Also, supernatural powers that are designed to affect ghosts affect the character in this form—though he’s much better equipped to defend himself than the average ghost is. When the character raises his beetle wings upon activating the Boon, tiny golden scarabs made of glimmering energy emerge from the hollows beneath and hover around the character. One scarab emerges per dot of Legend the character has, and each one carries a pulsing sphere of golden energy. At the character’s command, one scarab per action can discharge its energy sphere as a blazing beam at a target in the character’s line of sight. Firing thus does not count as the character’s action. The character aims this beam mentally, calling for a refl exive (Perception + Marksmanship) roll. The beam infl icts 15 dice of lethal damage, plus extra successes on the Marksmanship roll. A successful hit ignores armor, but not soak. Each scarab can fi re only once before it disintegrates in a puff of evanescent specks. The character remains in his akh form for a number of minutes equal to the successes the player rolled to activate the Boon. When that time is up, any remaining golden scarabs vanish, and the akh instantaneously returns to the character’s body. If some supernatural P A N T H E O N • S P E C I F I C P U R V I E W S
T H R E E — D I V I N E B O O N S 94 means—such as a ward—prevents the akh from reaching its body once the duration has expired, the akh sinks to the ground insensate, and the body suffers one level of lethal damage per interval of minutes equal to the character’s Legend. (For example, if he has Legend 9, he suffers one level of lethal damage for every nine minutes his body lacks his errant akh.) If the obstruction is removed, the akh snaps back to the body. If no one removes the obstruction, the akh regains “consciousness” as a powerless ghost once its body has died. ITZTLI As a demigod of the Aztec pantheon grows ever more divine, she grows ever more to appreciate acts of sacrifi ce. She also comes to realize just how much the Gods rely on such acts in their war with the Titans. Therefore, she becomes capable of (and responsible for) much larger sacrifi ces in her own and her divine family’s names. OBSIDIAN EXCRUCIATION (ITZTLI ••••) Dice Pool: None Cost: 1 lethal health level per Legend point Having proved her devotion to the Atzlánti, the Scion no longer need give of herself in sacrifi ce. As such, the Scion may use Obsidian Mutilation (Itztli •••) on a mortal, titanspawn or fellow Scion instead to reap the Legend reward. To do so, she ritually sheds a measure of the victim’s blood suffi cient to cause levels of lethal damage and then burns that blood as an offering. Doing so gains the Scion a point of Legend per level of lethal damage she infl icted. (These points may exceed the normal maximum, but any extra points disappear after one week.) The victim must either give his blood willingly or be under the Scion’s control somehow—be it mind control, drugs or just being strapped down, squirming, on a frigid autopsy table. The blood that is burned must be fresh, which means that the Scion must ritually burn it in the action immediately after she gathers it from the victim’s body. The Scion may make this sacrifi ce only once per week from the same victim. If the Scion’s ministrations kill her victim, or if she kills the victim in combat, she may also remove and burn the victim’s heart as an offering to the Atzlánti. She must do so within one hour of when the victim died, and she must burn the whole heart. When she does so, she receives fi ve Legend points and one Willpower point. SACRIFICE OF WILL (ITZTLI •••••) Dice Pool: Conviction Cost: 1 Willpower When the Scion contemplates a goal that is important not only to her, but to the Atzlánti—such as defending a temple from the titanspawn or thwarting a competing Scion from a different pantheon—she may give herself over to the Gods temporarily in pursuit of that goal. To do so, her player rolls the Scion’s Conviction and spends one Willpower. If the roll succeeds, the player gains a number of bonus dice equal to the Scion’s (Conviction + Legend) to add to rolls that directly pertain to the pursuit of her goal. She may also add bonus dice equal to her Conviction to resist persuasion that would sway her from her goal without spending any Willpower points, and regardless of how many times she’s already done so in the same story. Those two benefi ts last for the rest of the scene. Also, any time she successfully infl icts damage with an attack in combat during the scene, she receives a point of Legend. The downside of using this Boon is that as soon as the benefi ts kick in, the character immediately suffers the Fanatic Zeal Virtue Extremity, and it lasts for the rest of the scene—until the Scion either achieves her goal or irrevocably fails to do so. What’s more, if the Scion does fail to accomplish her goal by scene’s end, she loses all of his leftover Willpower points. POCO A POCO (ITZTLI ••••• •) Dice Pool: None Cost: 1 aggravated health level per 5 (or 6) Legend The Scion performs a substantial sacrifi ce and receives a greater reward of Legend points for it. To do so, she removes an irreplaceable part of a victim’s body and burns it in a ritual dedicated to her divine parent or the Atzlánti in general. Each part she removes infl icts one level of aggravated damage and earns for the Scion fi ve Legend points. As a general guideline, each hand and foot is worth one aggravated health level. Each arm from shoulder to wrist and each leg from hip to ankle is worth another aggravated health level. Each eye is worth an aggravated health level, as is the tongue. The male genitalia are worth an aggravated health level, as is the removal of a female’s ovaries and uterus (in toto, not individually). The pitiful body that’s left over after all those parts are removed is no longer suitable for sacrifi ces in the name of this Boon. It can still be killed and sacrifi ced in the name of Obsidian Excruciation, though. The Scion may take the body part that is to be sacrifi ced from a mortal, titanspawn or Scion victim, or she may remove the part from her own body. (Sacrifi cing from one’s own body nets six Legend points per aggravated health level. It also becomes increasingly diffi cult the more you do it.) The catch is that the Scion must remove and burn the body part herself, and the subject from whom she removes it must be alive at the time. The Scion can remove and store the body parts she wishes to sacrifi ce, but if the victim should die before she manages to go through with the act, burning the body parts does nothing for her beyond making room in the freezer. he grows ever more to appreciate cts ofsacrifi ce. She also comes to alize just how muchthe Gods rely such acts in their war with the Titans.Therefore, she becomes capable of (and responsible for) much larger sacrifi ces in her own and her divine family’s names. OBSIDIAN EXCRUCIATION (ITZTLI ••••) Dice Pool: None Cost: 1 lethalhealth level per Legend point Having provedherdevotion tothe Atzlánti, the Scion no longer need giveof herself insacrifi ce. As such he ScionmayuseObsidian Mutilation (Itztli •••) on a mortal, titanspawn or fellow Scion instead to reap the Legend reward. To do so, she ritually shedsameasure of the victim’s bloodsuffi cient to cause levels of letha damage and then burns that blood as an offering Doing so gains the Scion a point of Legend per level o IT p sh T ac re on Titans Therefore I o
95 THE BURNING HEART (ITZTLI ••••• ••) Dice Pool: None Cost: One heart In an awful, gruesome display of power, the Scion tears the still-beating heart from a living victim and stuffs it into her own mouth. When she swallows the throbbing morsel down, she then slices open the skin of her chest and tears it back to reveal her blood-spattered ribcage. Only her heart is visible within, and it bursts into hellish red fl ames that cannot be doused. These fl ames also glow in the Scion’s eyes and from within her mouth. For the rest of the scene, the Scion’s effective Legend rating rises as follows, based on the victim’s Legend’s relation to the Scion’s: Victim Legend Boost No Legend rating +1 Equal or lesser Legend +2 Greater Legend +3 This increase pertains to any Boons or Knacks whose effects are determined by the Scion’s Legend. The maximum amount of Legend points the Scion can have increases as well, and this enlarged Legend pool is fi lled upon ingestion of the victim’s heart. Under this effect, the Scion cannot fail Conviction or Courage rolls, nor can she even attempt to suppress her Conviction or Courage. Finally, the Scion’s player adds a number of bonus dice equal to the character’s (unmodifi ed Legend + Itztli) to any Presence rolls made to intimidate others. When the scene ends, the character’s torn-open chest seals over once again as the fi re burning within goes out. She huffs out a cloud of foul-smelling black smoke and returns to normal at last. JOTUNBLUT A legacy of giants’ blood runs in the veins of all the Norse Gods and their offspring. By shedding some of that blood, a Scion of that pantheon can empower an animal or a mortal human (known as a berserk) and ensure that recipient’s loyalty. Demigod Scions can do so to a much greater extent than heroic Scions can, but when they do, they risk forever damaging the minds of anyone to whom they expose this blood. (For the basic rules on how the Jotunblut Purview works, see p. 152 of Scion: Hero. All of those rules still apply to the following Boons, and additional factors come into play as well. Other effects of being dosed with Jotunblut and becoming a berserk appear on p. 285 of Scion: Hero.) SUPERNAL BESTIAL ENDOWMENT (JOTUNBLUT ••••) Dice Pool: None Cost: 1 lethal health level + 4 Legend The Scion grants a beast four extra dots to be divided as he sees fi t between its Strength and Stamina. The beast also gains two extra -0 health levels. The beast remains loyal to only the Scion, who can still train him as normal, but that loyalty must be renewed once every three months (roughly one season). SUPERNAL HUMAN ENDOWMENT (JOTUNBLUT •••••) Dice Pool: None Cost: 1 lethal health level + 5 Legend The Scion can now imbue a human with four free Attribute dots to be spent into the human’s Strength and/or Stamina. The recipient also gains two extra -0 health levels. The person remains loyal to the Scion for three months (roughly one season). This devotion is such that the person’s imposed Loyalty Virtue rises to 5. (See the “Imposed Virtues” sidebar on p. 97.) A Scion cannot use this Boon on a beast. If the listed time elapses before which a Scion must restore his Jotunblut bond with a mortal, the mortal loses any imposed Loyalty dots. EPIC ENDOWMENT (JOTUNBLUT ••••• •) Dice Pool: None Cost: 1 lethal health level + 6 Legend The Scion can imbue a human with fi ve free Attribute dots to be spent into the human’s Strength and/or Stamina. The recipient also gains four extra -0 health levels. The person remains loyal to the Scion for six months with an imposed Loyalty of 5. It also raises the berserk’s imposed Courage to 5. (See the “Imposed Virtues” sidebar.) A Scion cannot use this Boon on a beast. If the listed time elapses before which a Scion must restore his Jotunblut bond with a mortal, the mortal loses any imposed Loyalty and responds to any physical threat thereafter in a Berserker Fury (per the Courage Virtue Extremity). DIVINE ENDOWMENT (JOTUNBLUT ••••• ••) Dice Pool: None Cost: 1 lethal health level + 7 Legend The Scion can now imbue a human with either six free Attribute dots to be spent into the human’s Strength and/or Stamina or one dot to be spent into Epic Strength or Epic Stamina. Doing the latter also grants the human either the Crushing Grip or Holy Fortitude Knack (respectively). The recipient also gains six extra -0 health levels. As with Epic Endowment, the berserk’s imposed Loyalty and Courage are both 5. (See the “Imposed Virtues” sidebar.) A Scion cannot use this Boon on a beast. If the listed time elapses before which a Scion must restore his Jotunblut bond with a mortal, JO i a No Legend rating +1 Greater Legend +3 n the veins of all the Norse God and theiroffspring. By shedding ome ofthat blood,aScion of tha ntheon can empower ananimal o a mortal human (known as a berserk) and ensure tha recipient’s loyalty. Demigod Scionscando soto a much greater extent thanheroic Scionscan, but whenthey do, they riskforeverdamaging the minds ofanyone to whom they expose thisblood. (For the basic rules on howthe Jotunblut Purviewworks ee p. 152 ofScion: Hero. Allof those rules still apply to hefollowing Boons, and additionalfactors come into play as well. Other effects ofbeingdosed with Jotunblut and becoming a berserk appear on p. 285 of Scion: Hero.) SUPERNAL BESTIAL ENDOWMENT (JOTUNBLUT••••) in a so pan a mortal human (kn p P A N T H E O N • S P E C I F I C P U R V I E W S
T H R E E — D I V I N E B O O N S 96 the mortal loses any imposed Loyalty and responds to any physical threat thereafter in a Berserker Fury (per the Courage Virtue Extremity). 546,6.0(".* Every physical object has a spirit, known as a kami. Scions of the Amatsukami—which are but very powerful and infl uential spirits themselves—understand that fact and use this Purview to communicate with and cajole those spirits. Whether the spirits treat her with terrifi ed deference or honored respect, however, depends entirely on how the Scion uses and has used her power. 5)&46..0/&%41*3*5 546,6.0(".*•••• Dice Pool: Charisma + Occult Cost: 1 Legend By constructing a temporary shrine devoted to a kami whose name she knows—and whose Legend is less than her own—the Scion can call upon that kami wherever she is. The spirit’s face materializes in the shrine, and the Scion may attempt to use any Tsukumo-Gami Boons she possesses on it, just as if she were in the being’s physical presence. The kami can also cause to materialize above the shrine an image of what’s happening at the kami’s physical location, allowing the Scion to remotely witness that location as the kami sees and hears it. This contact lasts for a maximum number of minutes equal to the successes on the activation roll. The kami can break off contact as well if the Scion offends it. 5)&*.13&44&%41*3*5 546,6.0(".*••••• Dice Pool: Dexterity + Craft Cost: 1 Legend (to transport) The Scion goes out of her way to fl atter the spirit of some treasured item she owns, by crafting in its presence tiny replicas of the item. She then wraps each replica up in a paper packet on which the name of the item and its immanent kami is written in elegant calligraphy. For every six successes on the activation roll, the Scion creates one replica that is of such quality that the kami of the original item is duly impressed. Thereafter, the Scion may leave the item behind and just carry the replica with her. Then, if she needs the item, all she has to do is hold the paper-wrapped replica in her hand, spend a point of Legend and call out the name of the kami (or the item’s name, if it has one). At that moment, the replica disappears in a puff of white fl ame and the actual item instantaneously appears in its place, no matter how far away it was. The Scion can create as many effective replicas of an item at a time as her player gets multiples of six successes on the aforementioned roll. She can use this Boon to make replicas for as many different objects as her dots of Legend allow. The larger an object is, though, the more of her dots of Legend it requires. Guidelines on size versus Legend are as follows: Object Legend Examples Requirement Pistol, Set of Paintbrushes, Book 1 Sword, Guitar, Laptop Computer 2 Spear, Easel, Loaded Golf Bag 4 Motorcycle, Full Suit of Plate Armor 6 Pickup Truck, Fan Boat 8 Camper Trailer, Train Caboose 10 For Example: A Scion with Legend 6 can make effective replicas of one motorcycle. Alternatively, she could make effective replicas of one spear and two pistols. Alternatively, she could make effective replicas of six different books. 5)&#-*/%&%41*3*5 546,6.0(".*••••• • Dice Pool: Manipulation + Occult Cost: 3 Legend (+ 1 Willpower) The Scion recites certain prayers backward and fi lls a small enclosure with a cloying pall of incense smoke. Having done so, she may then place another Scion’s stolen Birthright relic into the smoky enclosure, bind it with prayer strips decorated with mirror-reversed kanji and leave it there for 24 hours. When she removes the relic, she fi nds its kami disoriented and confused, unsure of where it is or who has possession of it. The Scion’s player then makes a (Manipulation + Occult) roll for the character to convince the disoriented spirit that it has been recovered by its rightful master. If the roll succeeds, the relic functions for the Scion who’s taken possession of it just as it normally does for the Scion for whom it was originally intended. That is, the Scion thief can make full use of the Boons normally accessed through it without her player having to make the Legend roll described on page 162 of Scion: Hero (under “Stolen Relics”). The relic’s kami remains disoriented and helpful for a number of days equal to the successes rolled to confuse it, at which point it comes to its senses and realizes how it’s been tricked. When that happens, the kami makes certain that the relic will no longer function at all (even in terms of its mundane purpose) for the thief who was using it. Also, the effect ends immediately if the relic’s original owner reclaims the object. If the Scion who performs this Boon spends one Willpower point when her player makes the activation roll, she can designate one alternative person who can use the relic as if it were his own. She cannot use it herself if she does so, but neither will the item’s kami be offended at her once it regains its senses or has been reclaimed by the item’s true owner. It will instead be offended at the person whom the Scion designated as its illicit owner. s o b s th i i h Examples Requirement Sword, Guitar, Laptop Computer 2 Motorcycle, Full Suit of Plate Armor 6
97 IMPOSED VIRTUES Mortal characters don’t have Virtue ratings. That isn’t to say they can’t uphold the values that the Virtues espouse, but they aren’t held to the same high standards of behavior that Scions are. When a demigod Scion uses a Boon that imposes a Virtue rating on a mortal, though, the mortal does indeed act as if he were held to that divine standard. As such, that mortal may apply the standard benefi ts of his imposed Virtue ratings as listed on page 117 of Scion: Hero. The disadvantages, however, are more intense for a mortal than they are for Scions. If a mortal attempts to suppress a behavior in keeping with an imposed Virtue, the player must roll a number of dice equal to that imposed Virtue’s rating. If he fails, the character loses a point of Willpower and may act as he pleases. If he succeeds, the character not only must act in the way he’s trying to suppress, but he immediately suffers a Virtue Extremity regardless of how many successes turned up on the roll. (These rules apply only when a demigod Scion uses a power to impose Virtues on a mortal. Heroic Scions’ uses of powers—primarily Jotunblut—grant normal Virtues) 5)&"#%6$5&%41*3*5 546,6.0(".*••••• •• Dice Pool: Charisma + Tsukumo-Gami Cost: 1 Willpower + 1 Legend If the Scion’s player succeeds on a (Charisma + Tsukumo-Gami) roll against a kami’s (Willpower + Integrity + Legend) roll while the Scion is either in the kami’s presence or using The Summoned Spirit (Tsukumo-Gami ••••) to speak to the kami, the kami is forced to instantly appear before the Scion in its fully material form. For the rest of the scene, the kami is honor-bound to defer to and obey the Scion as if it were a follower (per the Birthright of that name). Another Scion with this Purview can wrest control of the kami from the fi rst Scion, but only if A.) his Legend is higher, and B.) he gets more successes on the activation roll than the original Scion did. A Scion can use this Boon as many times in the same scene, and on as many different spirits, as she has Legend and Willpower to spend. A spirit targeted by this Boon must have a lower Legend rating than that of the character attempting to target it. SPECIAL PURVIEWS These Purviews are associated with specifi c Gods, but they are available to Scions of any heritage. Their dots are bought in sequence, representing a growing mastery of the Purview. A demigod must have a Birthright relic to use these Purviews unless they are associated specifi cally with his divine parent. MAGIC This Purview doesn’t exactly have Boons. Instead, each of its discrete effects is considered a spell. Spells are a Scion’s means of playing merry havoc with the skein of Fate, twisting a victim’s destiny to his own ends. Scions with this Purview design their own spells, but an example is given for each level of advancement. Inherent in each of these spells is the power to undo someone else’s application of the same spell. Using a spell on a victim automatically Fatebinds the victim to the Scion. (See pp. 221–226 of Scion: Hero for rules and effects of Fatebinding.) A Scion gains one free new spell of the increased value for each new dot of the Magic Purview he gets. Additional spells of equal or lesser value are purchased individually as Boons of the all-purpose Purviews are. Associated With: Frigg, Hera, Hermes, Huitzilopochtli, Isis, Kalfu, Loki, Odin, Tezcatlipoca, Thoth FATEFUL CONNECTION (MAGIC ••••) Dice Pool: Intelligence + Occult Cost: 1 Legend When the Scion has some sympathetic link to a victim, he can perform this spell over it to loop that victim’s fate around it and cinch it tight. Thereafter, the Scion can affect the victim with targeted Boons or spells remotely through the sympathetic link, regardless of how far away the victim is. Such a link should be either a piece or a secretion from the victim’s body that carries a detectable DNA trace back to her. Alternatively, it could be some unique object to which the victim has a strong emotional connection. FATE PRISON (MAGIC •••••) Dice Pool: Charisma + Command Cost: 1 Willpower + 1 Legend With either a curse or an extremely well-worded request, the Scion binds a victim’s fate to a physical MA I a m vic Purv M S P E C I A L P U R V I E W S
THREE—DIVINEBOONS 98 location. The location is 500 square feet in area per dot of Legend the Scion has, but it can take any shape the Scion desires, in order to conform to an existing structure’s fl oor plan. The victim’s player resists this spell by spending one Legend point and making an opposing (Charisma + Legend) roll. A trapped victim cannot leave the area to which the Scion binds her. She’s physically tethered there by her own destiny. FATE AND SWITCH (MAGIC ••••• •) Dice Pool: Manipulation + Empathy Cost: 2 Legend + 1 Willpower The Scion can twist together the threads of two intelligent beings’ destinies at two separate points then cross the strands over in the middle. So doing, he switches the two victims’ personalities between their bodies. Each switched character uses either her own or her host’s Attributes as follows: Her Own Her Host Body’s Charisma Strength Manipulation Dexterity Intelligence Stamina Wits Appearance Perception Most of the character’s Abilities transfer over with the personality, excepting Fortitude and Presence. A character’s Willpower rating makes the transition with her as well. If one of the switched bodies is that of a Scion, the newcomer can use any of the Scion’s Epic Attributes and Knacks, as those derive from the physical stuff of one’s ichor. The imposter can use only those of the Scion’s Boons that the Scion normally channels through a Birthright relic—and only if the newcomer retains possession of said relic. Doing so, however, counts as using a stolen relic. Unfortunately, if a switched-out Scion gets a hold of her own relic, it still functions as if it had been stolen until she’s back in her rightful body. One potential upside to being a victim of this spell is that both victims use the higher of their two Legend ratings for the duration of the time they spend switched. The person whose Legend is normally lower, however, doubles any Legend-point costs she incurs while she’s in the wrong body. She can spend it to do anything a Scion can normally spend Legend to do. It just costs her twice as much. The two victims remain switched for, at most, a number of weeks equal to the spellcaster’s Legend. The spellcaster can end the effect earlier at will. TRANSFORM PERSON (MAGIC ••••• ••) Dice Pool: Dexterity + Occult Cost: 1 Legend per dot of Boon Charisma Strength Intelligence Stamina
99 By twisting his own Fate together with that of his victim, the Scion can use any one of his own selftransformation Boons on the victim’s body instead. Acceptable self-transformation Boons include the following: Animal Aspect (Animal •••), Animal Feature (Animal ••••• •), Animal Form (Animal ••••• ••), Earth Body (Earth ••••• •), Natural Camoufl age (Fertility ••••), Devil Body (Fire ••••• ••), Phase Cloak (Moon •••), Phase Body (Moon ••••• •), Burn (Sun •••••), Warrior Ideal (War •••). To effect this transformation, the Scion’s player makes this Boon’s activation roll and spends Legend points equal to the number of dots the transformation Boon is worth. He must also make any activation roll and pay any cost listed in the chosen Boon’s write-up. The victim’s player refl exively resists the (Dexterity + Occult) roll with a (Stamina + Fortitude + Legend) roll of her own—even if the victim wants the spellcaster to affect her. The Scion can effect only one transformation on a given subject at a time, and he cannot transform any being with a higher Legend than his own. Being transformed by this spell adds one dot to the victim’s Legend for the duration of the effect. The transformation remains in effect indefi nitely— or at least until the victim dies or is destroyed. MYSTERY The demigod level of Mystery doesn’t change in the way it works from the heroic level (see Scion: Hero, p. 155). All that changes at this level is that the player has more dice to roll and her character doesn’t strictly need her Mystery relic if the Purview is associated with her divine parent. Associated With: Damballa, Dionysus, Isis, Odin, Tezcatlipoca Dice Pool: Intelligence + Mystery PROPHECY The demigod level of Prophecy doesn’t change in the way it works from the heroic level (see Scion: Hero, p. 156). All that changes at this level is that the player has more dice to roll and his character doesn’t strictly need his Prophecy relic if the Purview is associated with his divine parent. Associated With: Apollo, Bastet, Frigg, Legba, Odin, Shango, Tezcatlipoca Dice Pool: Intelligence + Prophecy MY ch lev cha ore strictly M c mo PR ch lev cha mor strictly n c m l S P E C I A L P U R V I E W S